Beginning the same year that Columbus first sailed to the New World and running through to the rise of Napoleon, the Europa Universalis player leads a European nation through the continent's 500-year "Age of Exploration." With a strong emphasis on actual history, the game is full of famous leaders and events to provide a deep, rich context for the virtual conquest. Even the uniforms and coats-of-arms displayed by soldiers are historically accurate. Players can choose to lead the English, the French, the Spanish, the Dutch, the Russians, or one of several other European nations.
Europa Universalis blends the abstract strategy of turn-based games with the immediacy of a real-time strategy. The 2D map interface is reminiscent of empire-building classics like Sid Meier's Civilization, while the real-time action demands continued attention and quick decisions. Many gameplay factors, including the game's speed, can be adjusted to match the user's preferences. Multiplayer options allow up to eight gamers to cooperate or compete over a LAN or the Internet.
~ T.J. Deci, All Game Guide
Review: Overall
The out-of-the-box version of Europa Universalis is a bit of a disappointment. While the game's design is well-considered and interesting, another round of quality-checking might have helped fix the numerous programming flaws.
First, and most annoying, is the inability to save the tutorial scenario. This is made even worse by the extreme length of the mission, which you'll be hard pressed to complete in a single session of gaming. The tutorial requires Ireland (Eire) to score a military victory against the Mamelukes of Egypt. It takes real-time hours to learn to build armies and colonies, develop your economy, and to explore the map sufficiently to locate your foe. Moreover, a good many of the functional gameplay questions you'll likely have won't be explained in the documentation.
What you'll need to do is use the Internet to download patches and pick-up information that's missing from the manual. There's a patch to fix the tutorial-save problem, and maybe they'll even fix the translation problems that occasionally pop-up in Europa Universalis's English language version.
All that aside, the game itself is complex and engrossing, though the detailed micromanagement needed will probably not appeal to those looking for casual play. While real-time strategy games are currently in vogue, the scope of Europa Universalis is such that it's difficult to maximize the micromanagement in an RTS environment. Fans of the turn-based Sid Meier's Civilization II may find the more detailed play appealing, while at the same time being frustrated by the RTS play-mode.
The game is conceptually divided into three areas of play -- economic, military and diplomatic. Of these, the economic model is the most complex, with various options for colonies, trading posts, commodities and merchants. Closely interrelated is the political model. Without political stability, your economy will soon falter. You must also make alliances with other powers, fight wars as needed, and be careful not to overextend your goals. The military model is the most simplistic with limited troop options and strategies. As war-gaming, it's barely more complex than Civ II.
~ Richard Gilliam, All Game Guide
Review: Enjoyment
Annoying flaws (some of which can easily be fixed by patches) hinder the enjoyment of the game.
~ Richard Gilliam, All Game Guide
Review: Graphics
The graphics range from attractive to functional.
~ Richard Gilliam, All Game Guide
Review: Sound
Sound is a very minor part of the game and is only nominally developed.
~ Richard Gilliam, All Game Guide
Review: Replay Value
The game's strongest advantage is its replayability. If you like the game enough to not mind its flaws, then you'll most likely find it high on your replay list.
~ Richard Gilliam, All Game Guide
Review: Documentation
The documentation consists of a nice looking booklet with lots of words but the information is poorly organized.
~ Richard Gilliam, All Game Guide
Production Credits
PARADOX ENTERTAINMENT President: Nils Guliksson; Executive Producer: Fredrik Malmberg; Producer: Henrik Strandberg; Assistant Producer: Klas Berndal; Lead Programmer: Johan Andersson; Programmers: Linus Blomberg, Che Lalic, Niklas Smedberg; Assistant Programming: Benjamin Abraham, Erik Johsson, Roger Karlsson, Jon Kågström, Emil Norrman, Richard Löwgren, Viktor Blomberg, Patrik Backlund; Lead Artists: Daniel Nygren; Artists: Tony Bagge, Stefan Jalke, Caes Wikdahl; FMV Sequences: Nils Gulliksson, Henrik Holmberg, Hannes Rhodin; Additional Art: Fredrik Lundberg, Jonni Teittinen, Tony Warfvinge; Project Lead: Henrik Strandberg; Design: Klas Berndal, Johan Andersson, Henrik Strandberg, Philippe Thibaut; Based on Boardgame by: Philippe Thibaut; Scenario Design: Johan Andersson, Joakim Bergqwist, Philippe Thibaut; Additional Scenario Design: Klas Berndal, Heiko Brendel, Matthew Wallhead, Michael Czerkawaski; Music: Lieblich Sound Design; Manual: Joakim Bergqwist; Translation: Heiko Brendel, Joakim Bergqwist, Henrik Strandberg, Bo Abrahamsson; Cover Design: Nils Gulliksson, Daniel Nygren, Dick Sjöström, Gustav Fogelström; Test Manager: Johan Andersson; Testers: Alain Neuvens, Alvaro Prada, Andy Moroff, Anthony Wardlow, Brad Burton, Buzz Pounds, Carlos, E. Palau, Chad Peterson, Christian Denizon, Christian Nilsson, Christopher E. Johnsson, Crag Richardsson, Dan Waldeck, Daniel Belovic, Daniel Besewick, Dave Smith, David Lopez, Edward Kendrick, Elia Morling, Elio Padoano, Emmanuel Doussot, Eric Piatysek, Erik Iversen, Eskil Swahn, Etienne Lescanne, Fabrice Perolla, Frank Thein, Gabriele Bianchini, Graham Dodge, Gunnar Bylund, Hakan Bernefors, Heiko Brendel, Henrik Rothen, Henrik Staffas, James Gemmill, Jason Townsend, Jean-Francois Courco, Jeff Bogenschneider, Jeff Canha, Jeff Vitous, Jens Kullenius, Jerome Trift, Joakim Bergqwist, Johan Ristrand, Jon Pessano, Jonas Hasselrot, Jonas Oxgaard, Jean-Philippe Duflot, Julian Barker, Justin Tefft, Jörgen Andreasson, Ken Waters, Kent Närling, Kevin Pankhurst, Lawrence Durham, Lynn Williams, Marc Buytendijk, Marcus Maunula, Mark Wilkinsson, Martin Hinves, Mathias Larsson, Mats Björnlund, Matthew Wallhead, Mattias Ohlsson, Maurice Northey, Michael Treasure, Michael Czerkawski, Mikael Hagman, Mike Strong, Nathaniel, Gousset, Nicholas Chazottes, Niklas Goop, Olle Tidblad, Olof Hällqvist, Paolo Ciarlo, Paul Lee, Paul Tittle, Per Ekman, Per-Arne Hansson, Peter Juhl, Phil Charlot, Pierre France, Pierre Toulouze, Robert Miller, Rodney Ebersole, Scott Braley, Sebastien Bachet, Step Lindqvist, Stephane Adamiak, Stephane Baubillier, Stephane David, Stephen Schoenberger, Stephen Szymanski, Sukhvinder Branas, Tobias Magnusson, Tom Bernandy, Tom Wallach, Tom van Sant, Trevor Schmidt, Tyler Penfield, Ulf Ström, Vaios Triandafilis, Wilhelm, Österberg Ville Virrakoski, William Bliss, Vladimir Pavic, Yann Denoual; Special Contributions: Fredrik Malmberg, Frederick U. Fierst, Bruno de Scoraille, Magnus Nedfors, Tom Olsson, Andres Rocabado, Christopher Sundberg, Stefan Thulin; STRATEGY FIRST President: Don McFatridge; VP Business Development: Steve Wall; VP Product Development: Richard Therrien; VP Systems: Dave Hill; Executive Producer: Jamie McNeely; Product Manager: Steven Milbun; Marketing Manager: Steven Milburn; PR Manager: Christina Ginger; Packaging and Design: Kenneth Green, Philippe Brindamour
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The game became a surprise hit for its depth and strategy. Paradox used this sudden success to springboard other titles such as Victoria, Crusader Kings, and Hearts of Iron.