← SKIPPING SCHOOLOUT OF OFFICE. INTO THE GAME.

World history, old school / THE FIELD NOTES

Europa Universalis IV

Trade routes, royal marriages, and four centuries of one more decision.

The basics

Find your footing. Three short notes to get you into the game.

Set a direction for your nation

Guide a country through the early modern era using diplomacy, trade, war, and development. Your starting position helps determine which ambitions are practical.

Try it next sessionPick one achievable goal and identify your most important neighbor.

Monarch power is a planning resource

Your ruler influences the pace of national development. Monarch power has competing uses, so learn what a decision costs before spending it automatically.

Try it next sessionCompare two available uses of monarch power.

Find where the trade goes

Trade power in important provinces, ships, and government choices can affect the wealth reaching your ports. Learn the local trade picture before designing a global empire.

Try it next sessionLocate a trade area important to your country.

Connect the dots

Intermediate starting points: questions to explore once the main systems feel familiar.

Connect alliances to your objectives

Alliances and royal marriages can support a long-term strategy. Think about which relationships help your next goal and which commitments they may create.

Try it next sessionExplain why one potential ally fits your intended campaign.

Make ideas and research serve a direction

Research unlocks new military, administrative, and trade possibilities. National ideas help express your ambitions, so compare the choices with the country you are trying to build.

Try it next sessionWrite a reason for your next major development choice.

Change course when history intervenes

Reformations, civil wars, and other historical events can reshape a campaign. Leave room in your plan for new circumstances rather than following the opening indefinitely.

Try it next sessionIdentify an event or change that would make you reconsider your plan.

The deep end

PLANNED / NOT YET WRITTEN

This is our desk. Joshua and I will fill it with tested strategies, campaign notes, and the mistakes worth learning from.

Country openings and expansion pacing

This guide is on our list. We’ll add the approach, an example from a real campaign, and where it falls apart.

Before it joins the notebookRecord the game version, expansions and mods, starting conditions, and what we actually tested. No strategy has been published here yet.

Trade networks and resource priorities

This guide is on our list. We’ll add the approach, an example from a real campaign, and where it falls apart.

Before it joins the notebookRecord the game version, expansions and mods, starting conditions, and what we actually tested. No strategy has been published here yet.

Achievement campaigns and unusual starts

This guide is on our list. We’ll add the approach, an example from a real campaign, and where it falls apart.

Before it joins the notebookRecord the game version, expansions and mods, starting conditions, and what we actually tested. No strategy has been published here yet.

The reading behind these notes

These starter notes draw on the official game descriptions below. The exercises and intermediate connections are suggested ways to learn, not tested optimization guides.

Official Paradox game overview ↗ · Publisher’s Steam description ↗Sources reviewed 16 September 2026. Broad concepts only; no patch-specific validation. Features and interfaces may vary with updates, expansions, mods, and platform.

Notes from the back row

Two ducks. Too many maps.

Pair of Ducks is our little love letter to Paradox strategy games, from the people behind Skipping School.

We used to skip class. Now we negotiate with the work calendar. Either way, we’re making room for games, good company, and explaining what all those menus actually do.

These are the first pages of our shared notebook. The advanced guides are where Joshua and I will bring our own experiments, mistakes, and strong opinions.

Notes from the back row

EU IV / quick reference

Monarch power
A resource tied to national decisions and development.
Trade power
Influence over trade in an area.
National ideas
Choices and national characteristics that help shape your country’s direction.

For more context, return to the lesson or check the official game overview.