Europa Universalis IV

Europa Universalis IV

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SirTalkALot Apr 12, 2018 @ 12:08am
Reform Native Religion Question
Im playing as the Inca going for Sun God achievement. This is my first native nation. I'm a little unsure how reforming religion works and the information i find is outdated. Once I pass my reforms and border a European, is it true I get 80% of their tech and automatically embrace their institutions? I read somewhere you just get the tech but no institutions. Thanks!
Also any tips for Sun God achievement would be nice. its 1504 I conquered all of the Incan natons and I'm colonizing towards Brazil, already discovered England colonizing Northern Brazil, about to pass the second reform. Able to maintain 3 colonies at a time. Got exploration and expansion ideas.
Last edited by SirTalkALot; Apr 12, 2018 @ 12:09am
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Showing 1-7 of 7 comments
Omniconda Apr 12, 2018 @ 2:12am 
pass all reforms and border a euro will allow you to reform.
you get put 2 techs behind him in each Admin,dip, Mil for free and get all his embraced insitutions
You get this for FREE so if you have banked alot of Monarch points (well over cap) you can immediatly spend teh lot and become equal tech right away.

(if you see more than 1 euro colonise next to the higher tech one) feel free to donate thsi colony to them after reforming so you dont have a border anymore tho they can get claims on you without a border.

Upon reforming get a navy.... A big one if they cant bring troops over they cant kill you.
Focus on taking coastal land where possible to stop others from colonising.
Use your gold to keep a full army and when possible get a euro ally,
erneiz Apr 12, 2018 @ 4:37am 
Just a caution on Omnious' point. The second after you reform, you have ONE action to spend mp on each category before it reverts to the 999 cap (assuming the European you got insitutions from have all the current ones). For example, you have 2000 admin mp stored when you reform and then you spend 600 of that on another admin tech level, you will lose the excess 401 points because it immediately goes to 999. If you didn't spend any and the next month ticked away, you lost the whole excess 1000 points. OTOH, if you had 1500 and spent 600 on one tech you won't lose any excess mp, so don't store too many mp.
Fellini_Fiend Apr 12, 2018 @ 6:12am 
Oh and definitely upgrade ALL of your gold mines. You don’t make crap from them while you’re still primitive but boy oh boy will be rich once you’ve Reformed. Inca are probably one of the easier natives to play as but you have a long period of down time once you’ve annexed all of your neighbors and are left to wait until a European colonizer arrives. Hopefully by then you have enough money and sailors to spam out a bunch of heavies that will end up protecting you.

You should expect a declaration of war from them whenever they get a chance so have those heavies up and running and prepped to destroy their fleet especially the transports that way you’ve automatically won the war.
Solitus Apr 12, 2018 @ 7:49am 
Originally posted by erneiz:
Just a caution on Omnious' point. The second after you reform, you have ONE action to spend mp on each category before it reverts to the 999 cap (assuming the European you got insitutions from have all the current ones). For example, you have 2000 admin mp stored when you reform and then you spend 600 of that on another admin tech level, you will lose the excess 401 points because it immediately goes to 999. If you didn't spend any and the next month ticked away, you lost the whole excess 1000 points. OTOH, if you had 1500 and spent 600 on one tech you won't lose any excess mp, so don't store too many mp.

This is why you do this while paused, so you can buy those techs without risk of losing the MP.
erneiz Apr 12, 2018 @ 1:40pm 
No, even paused it will revert back to 999 the instant you do an action that spends MP.
Last edited by erneiz; Apr 12, 2018 @ 1:40pm
Quicksilver Apr 12, 2018 @ 9:12pm 
Colonise Galapogas, Falklands and Georgia asap as they are required for the achievement and wont become colonial nation provinces. Until you have the coastline locked down, leave 1 province of each CN alive so any new provinces their overlord creates immediately join the existing CN on completion, rather than having to wait to get to 5 all over again.

Naval and Maritime are extremely powerful post-reform idea groups for Inca, because of their geography.
SirTalkALot Apr 12, 2018 @ 10:41pm 
Originally posted by Quicksilver:
Colonise Galapogas, Falklands and Georgia asap as they are required for the achievement and wont become colonial nation provinces. Until you have the coastline locked down, leave 1 province of each CN alive so any new provinces their overlord creates immediately join the existing CN on completion, rather than having to wait to get to 5 all over again.

Naval and Maritime are extremely powerful post-reform idea groups for Inca, because of their geography.
First time I would ever consider Naval ideas. lol
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Date Posted: Apr 12, 2018 @ 12:08am
Posts: 7