Video summary
I Ignored Every European War and Still Won EU5 as Portugal
Main summary
Key takeaways
Storyline (Portugal → global colonial power, European war ignored)
Goal and constraint
- Goal: Transform Portugal (poor/weak early) into a global colonial power.
- Major constraint:
- Conquest of Catholic Iberia is forbidden
- Castile must remain in the game
- Therefore, the run aims to reduce Castile to a “footstool” role without fighting for Iberian religious conquest.
Core approach
- Leverage Castile’s involvement (wars/events) while staying focused on:
- Granada → Morocco → Africa
- After securing Granada and gaining early map knowledge in Morocco/Mali, Portugal shifts into:
- Long peace for economic/control building
- Then steady colonial expansion across Africa and onward.
Gameplay highlights & key phases
1) Early game setup (mirrors Castile—then diverges)
- Removes fortifications (except the capital), develops early tech/institutions, and improves diplomacy.
- Advisor plan:
- One advisor toward communalism
- One advisor toward legitimacy
- Early army tip:
- Starting army composition is randomized
- Player preference: cavalry for the first war
- Alliance survival plan:
- Improve relations with Castile immediately to secure an alliance (otherwise Castile may attack).
- Marriage mechanic (dynasty + advisor trick):
- The heir’s wife becomes queen and can’t be a cabinet advisor once she’s queen.
- While she’s still a princess, you can grant cabinet rights.
- Pay 20 legitimacy to use her immediately as a superior advisor.
- Later, her queen status still strengthens crown authority.
2) Defensive war strategy around Castile’s interference
- After the vassal-nerf, the run uses a defensive/slow conquer style (vassals are more costly than before).
- Budget automation:
- Automates spending
- Lowers army maintenance
- Temporarily disables forts
- Minimizes diplomacy spending
- Estate privileges to shape communalism:
- Clergy: privileges boosting communalism
- Peasantry: one privilege for communalism
- Burgers: a privilege that passively increases development
- Nobility: higher taxation privilege
- Critical dependency:
- The plan requires Castile not to fight immediately
- Often Castile gets dragged into Morocco-related wars
- If dragged in, the goal becomes seizing as much value as possible from Granada/Morocco
3) Granada war: seize key timing + map theft
- Diplomacy/casting:
- Wait until parliament
- Use spy actions and claims (Fabricate claims targeting Granada)
- Lucky war outcome emphasized:
- Morocco defeats Tlemcen but loses its army
- Granada’s army is unusually weak
- Tactics:
- Occupy quickly—especially Granada’s capital—before Castile arrives
- Use naval levies to transport the army
- Court event decision:
- An affair triggers a choice (execution/civil consequences)
- Player chooses to remove the lover to avoid losing the Castile alliance (called the “reliable” option in repeated tests)
- War results priorities:
- Take Granada fully
- Avoid taking Moroccan African territories in this phase
- Take war reparations and maps of the Sahara
- Convert/secure long-term control while preventing odd outcomes from releasing vassals
4) Control, integration, and long peace → Renaissance transition
- After Granada conquest:
- Disband the army (long peace)
- Integrate conquered provinces over ~100 years
- Convert culture/religion
- Push toward humanism with tolerance laws for voluntary workers.
- Economic stabilization:
- Once legitimacy hits 100, finances become profitable
- Repay/clear loans early
- Renaissance:
- Choose Administrative ideas to reach high control
- Develop RGO resources (iron/horse/salt)
- Expand valuable production in the capital
- Institution/tech approach:
- Focus literacy for faster research
- Support nobility taxation later
- Keep preparing for continued wars via better levies/response readiness
5) Black Death crisis → communalism max → free subjects + governance infrastructure
- During the plague, use segregation of the infected to reach max communalism.
- Build settlements during/after to restore population.
- Build an Iberian special governor structure:
- Lieutenancy (Iberian-culture governor variant)
- Requires a road connection to the capital
- Placed in Porto near an iron mine
- Expensive upkeep (gold) but spreads control and pays off later
- Maritime reform unlock:
- After reaching ~50 maritime values, enact Port Administration
- Builds a naval governor in Granada ports
6) Africa discovery and control engine (roads → control → assimilation)
- Map theft path:
- Keep stealing from Morocco until unlocking Jolof
- Then pivot to Mali/Jolof discovery
- Engineering upgrades:
- Build roads to quarries/marble → big control jump
- Build bridges
- Province development in profitable rural areas:
- Build bailiffs, balanced with trade villages
- (Bailiffs empower nobility; trade villages strengthen peasantry)
- Assimilation optimization:
- Higher control = faster assimilation (explicit tooltip guidance)
- Use two advisors:
- One increases control
- One assimilates
- RGOs/services scaling:
- Increase demand via service buildings (including market purchases of goods)
- Reach ~100 gold net income pre-1400 as a milestone
7) Age of Discovery → fleets, ports, and docks across the coastline
- Build fleets and invest in naval presence for protection and exploration.
- Colonization enablers:
- Docks and protected harbors
- Selective coastal town-building (port-rights or granary-rights)
- Libraries + marketplaces later
- Specialization strategy:
- Use “city specialization” municipal laws later to make towns efficient (e.g., tools/jewelry/paper)
8) Wars for footholds: Jolof → Mali markets → “capture markets, not just wealth”
- Jolof invasion:
- Requires supply carts and careful timing for food/supplies
- Uses naval fishing boats as food supply assistance
- Establish diplomatic relations with Mali during/after conflict to secure market access
- Aim for weapons shipments rather than refusing orders
- Market domination approach:
- Conquer inland areas via colonial nation creation to gain merchant share/power-transfer dynamics
- Keep the coastline under direct control
- Use port rights + libraries + marketplaces to make coastal towns function like major trade hubs
- Add trade outposts on Moroccan-controlled route segments
- Patrol with fleets to reduce trade friction/cost
9) Government and economy scaling: capitalist transition + bureaucracy form
- Capitalist transition:
- Revoke burger privileges
- Replace them with capitalist-economy-value privileges
- Switch employment to the most profitable roles
- Spend stability temporarily to afford the transition
- New World discovery and colonial policy:
- Rush ocean exploration tech
- Focus on discovery speed, conquistadors, and colonization laws/bonuses
- Triggered government efficiency form: Bureaucracy
- Grants:
- 50% efficiency bonus
- +100% demand for paper
- Grants:
- Afterward:
- Specialize cities into paper/books production
- Expand merchant quarters and markets strategically
10) Expansion cadence through Africa → Zimbabwe/Congo → Maldives → Goa → Brazil
- Use mercenaries when manpower is insufficient.
- Major colonial/foothold wars:
- Benin for African coast progression
- Zimbabwe region (too large for single conquest; uses colonial nations for inland)
- Congo via further southern expansion
- Goa campaign:
- “Wait” tactic: attack after allies abandon, then conquer Goa
- Portuguese New World:
- Discover Brazil coastline
- Establish settlers in southern/eastern Africa while wars are ongoing
Key strategies & tips emphasized
- Use Castile indirectly: secure the alliance, then let Castile’s wars create openings.
- Occupy the capital fast in early wars to lock in outcomes before allied forces arrive.
- Map-stealing is strategic power, not flavor:
- Sahara, Mali, Jolof discoveries enable route access and later colonization plans.
- Control beats conquest speed:
- Roads/quarries (marble) → major control gains → faster assimilation.
- Advisor pairing:
- One advisor for control, one for assimilation.
- Balance estate strength via building mix:
- Bailiffs (nobility) + trade villages (peasantry) to maintain tax base.
- Colonial nations to manage wealth vs domination:
- Transfer inland provinces to colonies/vassals to reduce direct wealth pressure while extracting market power.
- Trade empire mechanics:
- Port rights + libraries/marketplaces for hub cities
- Merchant ships + outposts + patrol fleets to improve trade presence and reduce costs.
- Government reforms for economy:
- Administrative ideas for control
- Bureaucracy/paper-demand synergy for explosive paper/book profitability
- Manage capitalist transition via privilege changes + stability control
Gamers/sources featured (at the end)
- Imperialist Lukas (channel host/creator)