
I will be playing Europa Universalis III with the current expansion pack Divine Wind. The patch I will use is 5.1 21st June 2011 (NHQH).
Changelog as follows.
- Excom war now uses ALL_CGROUP_PROVS in its desc
- Game will now read maptextures properly from a mod-dir.
- Game now generates cache files properly in the mod-dir.
- Countries can no longer exists as pure colonies.
- AI will now prioritise building buildings if it is close to the magistrate caps.
- A Formal Request exploit squashed.
- Liberum Veto can now be used in either a War or a Horde War.
- Gain Polish Trade updated for the Hansa Missions.
- Braveheart event further restricted.
- Events that modify Techcost now does it over a longer period of time.
- Crimea, Golden Horde and Trebizond now belongs to another graphics group.
- Abdicate or Commit Seppuku will no longer happen for Regency Councils.
- RFR and HRE can now revoke Edict of Nantes if they used to be France.
- Ninguta now makes Naval Supplies.
- Niobar Isles is now disovered by people nearby.
- Papal States missions to conquer now gives cores.
- Swedish Iron mission aborts if Sweden has no iron.
- Kozani is now part of the Restore Byzantine Empire decision.
- Vote on Hofgericht fixed.
- Rival Navy mission now aborts properly.
- Protection of minorities now aborts properly.
- Excom war now uses ALL_CGROUP_PROVS in its desc
- Game will now read maptextures properly from a mod-dir.
- Game now generates cache files properly in the mod-dir.
- Countries can no longer exists as pure colonies.
- AI will now prioritise building buildings if it is close to the magistrate caps.
- A Formal Request exploit squashed.
- Liberum Veto can now be used in either a War or a Horde War.
- Gain Polish Trade updated for the Hansa Missions.
- Braveheart event further restricted.
- Events that modify Techcost now does it over a longer period of time.
- Crimea, Golden Horde and Trebizond now belongs to another graphics group.
- Abdicate or Commit Seppuku will no longer happen for Regency Councils.
- RFR and HRE can now revoke Edict of Nantes if they used to be France.
- Ninguta now makes Naval Supplies.
- Niobar Isles is now disovered by people nearby.
- Papal States missions to conquer now gives cores.
- Swedish Iron mission aborts if Sweden has no iron.
- Kozani is now part of the Restore Byzantine Empire decision.
- Vote on Hofgericht fixed.
- Rival Navy mission now aborts properly.
- Protection of minorities now aborts properly.
That out of the way. I will start in the year 1 Jan 1399 as the Most Serene Republic of Venice. The game will end on 1 Jan 1820.
I don't have the screenshots of the early and mid 15th century since I did not plan to do this, so most of it will mainly be me writing what took place and reading off of the history log that I post. This won't be the same for the rest of the playthrough.
Military:

Government/Sliders:

Government Type: Merchant Republic
Administrative Efficiency: 1.15
Policy Minimum: Aristocracy 1, Decentralization 0
Policy Maximum: None
Magistrates: +0.40
Special: Merchant cost -25%, Global COT gravity +30,
Heretic tolerance +1, Heathen tolerance +1, no royal marriages, perpetual Trade Dispute CB with other Merchant Republics
Election Cycle: 4 years
National Ideas
National Trade Policy:+10% trade efficiency
Secondary Effects:
-20% faster Lucrative Trade
-Enables Trading Company's bubble bursts (Shrewd Commerce Practise also does this)
-Enables Trade Policy Success / Trade Policy is failing
-With Shrewd Commerce Practise, enables Monopoly Company Formed
-With Shrewd Commerce Practise, enables Grant Export Licenses
-With Merchant Adventures, enables Market Place Appears
-With National Bank, enables Creation of Stock Exchange
-Required for House of Trade economic decision
-Required for Merchant Shipping Act economic decision
-Required for Importation Act economic decision (Shrewd Commerce Practise may be substituted)
-Required (with Grand Navy) for Establish British Merchant Navy British economic decision
-Required for Navigation Act economic decision
National Bank: -0.1% inflation per year
Secondary Effects:
-100% slower Financial Ruin I
-Enables Treasurer's Reforms
-Enables National Bank pays dividends / National Bank in trouble
-With Bureaucracy, enables Constable built
-With either Shrewd Commerce Practise or National Trade Policy, enables -Creation of Stock Exchange
-Prevents Financial Ruin II
-Required for Establish Bank of Amsterdam Dutch economic decision
Shrewd Commerce Practice:+10% merchant compete chance
Secondary Effects:
-20% faster Trade Restrictions
-Enables Trading Company's bubble bursts (National Trade Policy also does this)
-Enables Merchants Attracted / Trade Complacency
-With National Trade Policy, enables Monopoly Company Formed
-With National Trade Policy, enables Grant Export Licenses
-With National Bank, enables Creation of Stock Exchange
-Required for Agricultural Cultivation economic decision
-Required for Importation Act economic decision (National Trade Policy may be substituted)
Cen/Decen:+1
Aris/Pluo: +5
Surf/Free: 0
Inn/Narr: -3
Merc/Free:0
Offen/Defen:+3
Land/Naval: +3
Quality/Quantity:-1
Bonus Stats:





Government/Sliders:

Government Type: Merchant Republic
Administrative Efficiency: 1.15
Policy Minimum: Aristocracy 1, Decentralization 0
Policy Maximum: None
Magistrates: +0.40
Special: Merchant cost -25%, Global COT gravity +30,
Heretic tolerance +1, Heathen tolerance +1, no royal marriages, perpetual Trade Dispute CB with other Merchant Republics
Election Cycle: 4 years
National Ideas
National Trade Policy:+10% trade efficiency
Secondary Effects:
-20% faster Lucrative Trade
-Enables Trading Company's bubble bursts (Shrewd Commerce Practise also does this)
-Enables Trade Policy Success / Trade Policy is failing
-With Shrewd Commerce Practise, enables Monopoly Company Formed
-With Shrewd Commerce Practise, enables Grant Export Licenses
-With Merchant Adventures, enables Market Place Appears
-With National Bank, enables Creation of Stock Exchange
-Required for House of Trade economic decision
-Required for Merchant Shipping Act economic decision
-Required for Importation Act economic decision (Shrewd Commerce Practise may be substituted)
-Required (with Grand Navy) for Establish British Merchant Navy British economic decision
-Required for Navigation Act economic decision
National Bank: -0.1% inflation per year
Secondary Effects:
-100% slower Financial Ruin I
-Enables Treasurer's Reforms
-Enables National Bank pays dividends / National Bank in trouble
-With Bureaucracy, enables Constable built
-With either Shrewd Commerce Practise or National Trade Policy, enables -Creation of Stock Exchange
-Prevents Financial Ruin II
-Required for Establish Bank of Amsterdam Dutch economic decision
Shrewd Commerce Practice:+10% merchant compete chance
Secondary Effects:
-20% faster Trade Restrictions
-Enables Trading Company's bubble bursts (National Trade Policy also does this)
-Enables Merchants Attracted / Trade Complacency
-With National Trade Policy, enables Monopoly Company Formed
-With National Trade Policy, enables Grant Export Licenses
-With National Bank, enables Creation of Stock Exchange
-Required for Agricultural Cultivation economic decision
-Required for Importation Act economic decision (National Trade Policy may be substituted)
Cen/Decen:+1
Aris/Pluo: +5
Surf/Free: 0
Inn/Narr: -3
Merc/Free:0
Offen/Defen:+3
Land/Naval: +3
Quality/Quantity:-1
Bonus Stats:











World as it is upon the turn of the 16th Century in 1498. Bigger things are ahead.







































