User interface

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EU4's Interface, also called user interface (UI), or graphical user interface (GUI), has a number of specific screens and visual elements. This article will focus on the pragmatic purpose and utility of the interface (as opposed to the stylistic elements).

Main menu[edit]

The main menu is the first screen players see after the game loads at start up, and where players return to after they leave their in-progress games. It (usually) shows a map of continental Europe along with some tool bars, buttons and information along the bottom.

Main menu

Lower left corner[edit]

Lower center[edit]

  • "Continue game" button, which will load the most recent local game saved with the current version.
  • Singleplayer to choose a single player game
  • Multiplayer to choose a multiplayer game
  • Tutorial to play a tutorial game
  • Credits
  • Options
  • Content
  • Exit (to leave the game)

Lower right corner[edit]

Single player interface[edit]

Eu4 scenario setup.jpg

Upper left corner[edit]

  • Historical Start
    • Bookmarks (historical scenarios at particular dates)
    • Starting date, can be chosen between 1444-11-11 and 1821-1-1
  • Saved Games, click here to select one
  • Icons of enabled expansions

Upper center[edit]

  • Year
  • Map modes: Terrain, Political, Religious, Imperial, Trade, Diplomatic, Development

Upper right corner[edit]

  • Top panel:
    • Centre: country's coat of arms
    • Left: rank and technology group
    • Right: state religion
  • Country name
  • Government type and diplomatic status (hover for the exact government type)
  • Starting leader and skills (note that some republics, e.g. Switzerland, gain a random leader on start)
  • Starting administrative, diplomatic and military technology levels
  • National ideas and traditions:
    • Lightbulb icon: hover over to see the country's traditions and ambitions
    • Idea icons: hover over each to see a description and its effects
  • Size and development, from left to right:
    • Number of provinces
    • Total development
    • Total level of all forts
  • Diplomacy: lists alliances, subjects, current truces, ongoing wars, etc.

Lower left corner[edit]

Lower center[edit]

  • Country shields of interesting nations at this time
  • Scenario description, if a bookmark is selected

Lower right corner[edit]

  • Random New World (with Conquest of Paradise.png Conquest of Paradise DLC). Will immediately generate a randomized New World, replacing the Americas. Not available for starts later than 1 January 1492
  • Custom nation – to start the Nation designer – only with El Dorado.png El Dorado DLC enabled
  • Random nation – a random nation is selected
  • Play – to start the game

Ingame screen[edit]

Main interface

Upper left corner[edit]

Shield[edit]

Main article: Country interface

Provides a heraldic representation of the country. The shield is not just decorative. It actually provides a pop-up view of information about the player’s country.

Macrobuilder[edit]

This button under the shield opens an interface which allows quickly building units and buildings, coring provinces, sending missionaries, managing autonomy, converting the culture of provinces, increasing development in your provinces, and assigning provinces to estates, along with the information needed to make these decisions.

Information bar[edit]

A gilded row to the right of the shield, showing an number of elements:

  • Gold Icon.png Treasury - a gold coins icon with a + or - to show whether you have a positive or negative balance. Hovering over this will display a tooltip telling you your monthly income, and a quick explanation about why you are in the black or in the red.
  • Manpower.png Manpower - this is your reserve of soldiers, with a value of 0 or greater representing how many individuals you can recruit or reinforce into your armies. Hovering over this will display a tooltip of how many men your current armies require to reinforce armies that have taken losses, the maximum reserves of available manpower, and how much this value will increase or decrease over the next month (before reinforcements).
  • Icon stability.png Stability - showing a scale of +3 (very stable) to -3 (very unstable). The tooltip will explain the benefits or penalties you receive based on your current stability level.
  • Prestige.png Prestige - on a scale of +100 (very prestigious) to -100 (utterly insignificant). Hovering over this will explain your current level, what is influencing it upwards or downwards, and the benefits and penalties you receive based on your current prestige level.
  • National unity, on a scale from 0 (bad) to 100 (good) - which type depends on your government type. Hovering over this will explain the contributors to your Legitimacy status, and the benefits and penalties you are receiving as a result.
  • Power Projection.png Power projection - on a scale of 0 to 100. Hovering over this will explain the factors contributing to your current power projection and the benefits you receive based on your current level.

Portraits[edit]

These show four different types of specialists, called envoys who can be sent on missions for your country.

  • Merchants.png Merchants - This shows a two number figure, in the form "X/Y", where "X" is the number currently available for assignment, and "Y" is the total number available to the country. The maximum number varies depending on various factors, especially national ideas. For example, if it says "0/2", there are no currently-available merchants out of 2 total. Merchants can be dispatched to trade nodes to steer income to your country's treasury.
  • Colonists.png Colonists - a similar scale of "X/Y"; this usually begins the game at "0/0" until the player develops ideas for establishing colonies. Colonists can be sent on colonization missions around the world to (usually peacefully) add new territory to your country.
  • Diplomat.png Diplomats - similar "X/Y" scale. They can be sent to improve relations with other countries, or conduct covert actions working against them. Diplomats are dispatched to interact with foreign powers, where they may handle short-term assignments, such as signing treaties, negotiating marriages, and delivering insults, after which they will return. They may also be given long term assignments, such as building stronger relationships or fabricating claims on certain lands you would like to possess, in which case they remain on site until recalled or until their task is complete. They will reach their target in a day and then take a certain amount of time to return home, the length of which is affected by distance, events, ideas, and other modifiers.
  • Missionaries.png Missionaries - similar "X/Y" scale. They can be dispatched to provinces where the local population does not share the same faith as the state religion and try to convert them. They remain there until the task is complete. Each nation begins with one missionary and can get more depending on various factors, particularly ideas.

[edit]

A silver flowing banner below the gilded Information Bar shows the name of your country, plus your currently-accumulated Monarch Points, of three different types:

Lower right corner of main map[edit]

Holy Roman Empire Interface[edit]

Main article: Holy Roman Empire interface

Curia[edit]

Main article: The Curia

Catholic countries participate in a bribery competition/election for control of the papacy.

Factions[edit]

Ming Ming and merchant republics have a faction system, which gives bonuses and penalties depending on which faction is dominant in national politics.

Native mechanics[edit]

Main article: Tribal nations

With the Conquest of Paradise DLC, native tribes in Siberia and the Americas have a special interface to simulate the fact that they are not traditional states according to the Westphalian definition of a nation. This interface includes special native ideas, migrations, federations, and a unique way to reform the government.

Mesoamerican Religions[edit]

Mesoamerican, Mayan, and Andean nations have special mechanics representing their religions introduced in El Dorado. The player can institute religious reforms which are required in order to reform the religion and westernize.

Parliament[edit]

With the Common Sense DLC, the player can, with certain government types, access an interface allowing them to interact with members of government to pass acts and laws, providing certain bonuses.

Map modes[edit]

Main article: Map modes

Various types of information can be displayed on the map by selecting the appropriate map mode, of which there are four categories: political, diplomatic, economic and geographical. Up to ten map modes may be chosen for the shortcut keys Q to P.

Minimap[edit]

Main article: Minimap

The minimap is a small representation on the world on the screen's lower right corner. In it, a box shows what part of the world is being displayed on the game screen. One can click to jump to a remote part of the world or scroll the mouse wheel to adjust the part of the map being displayed.

Province interface[edit]

Province view

This is the interface for dealing with the player's or foreign provinces. It appears when the player left-clicks on a province. Right-clicking will take the player to the country interface's diplomacy tab (see above). The province in question will be outlined while the interface is open.

Top line:

  • Country capital (crown) and main trade port (crate) icons. These will show if the selected province is a capital or a main trading port; if the province belongs to the player and is not the capital/main trading port, the player can click on the relevant button and change the capital/main trading port to the selected province.
  • Names of the province and the provincial capital, which can be changed at will by the player if owned
  • River and strait crossings (tooltip gives details)
  • Province history button (opens a chronicle of events relevant to the province, e.g. occupation, ownership and core changes, birth of advisors)
  • Close button

Top panel:

  • Terrain picture (tooltip shows effects of terrain)
  • Tax Base Icon.png Base tax, Production.png base production and Manpower.png base manpower levels, and (with Common Sense.png Common Sense) buttons to increase them
  • Total Development.png development and development cost

Mid left, top to bottom:

  • Current loot level (tooltip shows effects of current level of looting, if applicable)
  • Current tax and production income and total income
  • Local unrest.png Local unrest and likely rebels
  • Local autonomy.png Local autonomy, and buttons to increase or decrease it (NB: there is NO confirmation for these buttons!)

Middle panel ("Demographics"):

  • Countries with cores and claims on the province. Tooltips show when they expire, or why they won't.
  • Province culture: Green is state culture or accepted culture, yellow is non-accepted culture in same culture group, and red is non-accepted culture of another group. The button allows converting the culture.
  • Religion: Province religion. Green is state religion, red is heretic or heathen. The button allows sending a missionary to convert it to the state religion. If the province is being converted by a center of reformation, the progress bar is right of the word "Religion".
  • In the blank space below, if the province is being cored or converted, a bar here shows its progress.

Mid right panel ("Queue"):

  • Number of land and naval units currently queued for construction in the province
  • Diplomacy button (for foreign provinces) - opens diplomacy interface for the province's owner
  • In the gap:
    • if the country is a subject being annexed, a bar here shows annexation progress.
    • if it is occupied, this space shows who occupies it. If the player occupies it and has Art of War.png Art of War, a button here allows transferring occupation to an ally.
  • Buttons, left to right: recruit regiments, hire mercenaries, build ships. These open the queue interface for the respective unit type.
  • In the gap below, if any units are in the queue, a bar here shows progress and (for the owner) a button allows the construction to be cancelled.

Middle strip:

  • Holy Roman Empire button:
    • if the province is part of the Empire, it is gold; if owner is a non-member or it is the capital, it is also a button allowing the owner to remove it from the Empire. Removing the capital will cause the country to leave the Empire.
    • if the province is not part of the Empire but can be added, it has a green plus sign and is a button allowing its owner to add it. Adding the capital will cause the country to join the Empire.
    • otherwise, it is grey (as shown here).
  • (Art of War.png Art of War DLC) Client state button. Opens the interface to create a new client state with this province as its capital.
  • Return / Abandon Core:
    • if the province is owned and another country has a core on it, this cedes it to one of those countries.
    • if the province is not owned but the country has a core on it, this destroys that core.
  • Province modifiers (one icon for each, and tooltips giving details). Some are permanent, e.g. Tropical and Important Center of Trade; others are semi-permanent, e.g. Trade Post; some are temporary, e.g. Recent Uprising.
  • (Wealth of Nations.png Wealth of Nations) Trade company button, if the province is in a trade company region. Allows the player to add a province to or remove it from the region's trade company.

Military panel, left to right:

  • Province contribution to its owner's maximum Manpower.png manpower (after autonomy); supply limit (for the player); and maximum possible level of Attrition attrition (In percent per month).
  • Province warscore cost (tooltip shows total warscore cost of all its owner's provinces)
  • Fort icon (if there is a fort, a number in the icon shows its level)
  • Local defensiveness.png Local defensiveness
  • Current Garrison size.png garrison size
  • (Art of War.png Art of War) War objective button (to ask an ally to try to siege it)
  • Siege view button (if the province is under siege)

Trade panel, left to right:

  • Provincial trade power, province's contribution to its node's trade value, and Goods produced.png goods produced
  • Trade power pie (a miniature version of the one in the trade node interface)
  • Coat of arms of the current dominant power in its node
  • Trade post button (for merchant republics)
  • Trade node button (click to open trade node interface)
  • Type of goods produced and current unit price. This is also a button to open more details about the type of goods produced.

To the right of the province window is a tab; clicking on it opens the buildings interface.