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Europa Universalis: Crown of the North Review
August 11, 2003   Brett Todd > [View My Other Articles]
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Objectives


A Crusade? I’m there for ya, Pope Pius

This manual proved to be a real blessing for me because Crown of the North plays quite a bit differently than Europa Universalis. The tighter focus on a relatively small and isolated part of Europe makes for a distinct style of play that’s more directly based on a rock-paper-scissors system where you conquer provinces and construct and upgrade buildings in order to qualify for further upgrades, military units, etc. Developing provinces and keeping them rebellion-free is a juggling act where you have to balance the needs of the nobles, clergy, burghers, and peasants against one another. Virtually every decision that you make raises your profile with one group at the expense of your profile with another. Grant fiefs to the nobility at a provincial castle and you gain two points with the upper crust and lose one point with everybody else. Transform royal farms for the use of the common and you gain two point with the peasants and lose one with everyone else. Your response to dozens of random and historical events—such as starvation, treaty offers, plague, money counterfeiters, and even a comet that has everyone running scared—also influences the attitude of these groups.

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Betrayal for bucks

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Funny money

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Michelangelo goes north


Of course, keeping everybody happy is really the primary goal of the game. Since this happiness is rated on a scale of 1 to 10 (nicely illustrated by icons representing stormy to sunny skies), it’s really easy to lose control for a bit and wind up with one or more groups hating you enough to foment rebellion and cut back on paying their taxes. The only way to keep on top of this is by careful decision-making and building construction. When the clergy gets upset, crank out the churches and respond favorably if the Pope calls for a Crusade. Don’t devalue the coinage if you want the burghers to stay smiling. Call for a Ting council meeting whenever the nobles seem antsy. Since each move placates one or two groups at the expense of others, you need to bounce around from month to month. Events often arise where you simply can’t win, meaning that you’re always scrambling. A regulation issue with merchants drops your approval rating with that group by four points no matter what response you choose, for instance.



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