EUPoP-Solo and Bot Rules-1.2-Single Pages
EUPoP-Solo and Bot Rules-1.2-Single Pages
EUPoP-Solo and Bot Rules-1.2-Single Pages
rules
Table of Contents
Solo Games.................................................... 1 Bot Warfare................................................... 4 Naval Action................................................12
Multiplayer Games...................................... 1 Substitute Bots.............................................. 6 Papal Curia Action.....................................12
Bot Basics....................................................... 1 Bot Realms.................................................... 6 Explore Action............................................13
Difficulty Level............................................. 2 Spy Action...................................................13
Sequence of Play........................................... 2 Bot Actions Unrest Action..............................................14
Choice Processes.......................................... 3 Main Turn Structure................................... 7 Convert Action...........................................14
Bots & Ideas.................................................. 3 Defend Action.............................................. 8 Focus Action...............................................14
Token Limitations........................................ 4 Siege Action.................................................. 8 Idea Action..................................................14
Rebel Dice Rolls........................................... 4 Colonize Action........................................... 9
Bot Trade....................................................... 4 Event Action.................................................. 9 Bot Peace Resolution................................15
Bots & Alliances........................................... 4 Military Action...........................................10 Land Battle Resolution.............................16
Covert Actions.............................................. 4 Diplomacy Action......................................11 Naval Battle Resolution............................16
Event Resolution
§ Bots resolve Events using the EVENT Action
(see p. 9). The General Event Rules and
rules for Secondary Effects provided on this
" " " " Bot Action are also used when applying ef
fects to Bots from Events taken by other PRs.
$
Passing
% & & & Just like human players, Bots will eventually
Pass. If a Bot Passes first, it gains 2 B, and if
signifying that the top Action Card from 1. Draw Cards Phase it Passes second it gains 1 B.
one of the Action decks should be discarded Bots do not draw Action Cards or Missions,
when this Bot Card is drawn ( = Admin and therefore ignore this phase. Events are Peace & Rebels Phase
istrative, › = Diplomatic, ç = Military). placed on display as normal. Bots resolve each step as described below.
Bot Emperor – E and B End of Age Routine In case of a tie, prefer human players before
At the end of each Age, all Bot Cards are reset other Bots, then decide randomly.
If the Emperor is a Bot, roll a die to see if E
increases or decreases, as described for NPR (according to the deck composition listed for
Emperors on page 45 of the main rules. that Bot Realm) and shuffled. Bots & Ideas
A Bot Emperor then gains extra B equal Bots do not remove any of their M.
to the b + c provided by the current E Bots Research Ideas by taking the IDEA Ac
level. A Bot Emperor gains 1 if at +6 E. Final Scoring tion (see p. 14), and tagging chosen Ideas
Bots score 0 during Final Scoring in the as normal. However, Bots do not take any
Papal Controller bonuses exact same way as human players. Idea effects into account. Instead, Bots use
If a Bot is the Papal Controller, it gains 1 B. their Bot Mats to track how many Ideas they
If it has Uncontested Control of the Curia, it have Researched of each Monarch Power
also scores 0 equal to the number of Cath Choice Processes type, receiving bonuses as follows:
olic PRs minus one (max. 3).
These general rules for Bot choice processes 1–2 Ideas 3+ Ideas
are used for all choices where no other criteria
Cleanup Phase are given. They are also used when there is a
Admin. Remove 1 u Remove 2 u
Bots only perform the steps below. The Ideas in Phase 3H in Phase 3H
need to break ties for other criteria.
Status Mat is updated as normal. Diplo. Naval Battles: +1 Artillery Die
Ideas
Update Manpower Reserve At War? Place +1 I Place +2 I
If the only active Wars are with Realms with when taking a when taking a
Update Bots' m to match their Town Track DIPLOMACY DIPLOMACY
(and E) as normal (min. m is 3). Always no remaining Provinces (i.e., all Occupied),
then treat a Bot as "not at War" for the purpos Action Action
return Units from the Manpower Reserve to
es of all choices (except Peace Resolution). Military Land Battles: +1 Infantry Die
Supply first if m has been reduced.
Ideas Siege 2 Tax
Colonists Realm Selection Value per B
Bots gain < for Colonial G as normal. Roll on the relevant Targeting Chart (Mili spent during
Discard a Bot's < if they have no Colonial tary or Diplomatic) for the Bot in question. SIEGE Action
G, and there are no vacant Territories.
EUROPA UNIVERSALIS® 3 THE PRICE OF POWER
A Bot can lose a maximum of 1 B each
Token Limitations time it has to roll Rebel Dice, regardless of
Covert Actions
the number of dice rolled.
Cubes Bot Actions labeled Covert Action can be
Use standard Bot choice processes (see negated as normal with Counterespionage.
If a Bot has no more z in its Supply when
p. 3) for applying Rebellions and remov Bots will never counter Covert Actions
it should gain B or place I on the map,
ing u, except that they will always apply directed at them.
first retrieve z from Spent B. Then, take
Rebellions in the Area where their Army is
I from Areas where it has neither an A located (if possible).
nor a M, prioritizing Areas furthest from the
Bots place a G in the Area if one of their Bot Warfare
Bot's Capital Area. If there are no such Areas,
Provinces are Liberated by Rebels.
take I from Areas of the Ally with the A human player waging War on a Bot will
lowest Base Tax, and then from Available B. follow the normal rules of Warfare from the
Bot Trade main rules. When determining how the Bot
Towns interacts with its Enemy, use these rules.
The Bot uses only one Merchant. The Bot's
If all 20 Small t on a Bot mat have been
placed on the Map board, give that Bot a
Merchant is only used as a marker to indicate
Bot DoWs
where it traded last, and to determine the
+20 Income tile (with its Bot side face-up) Bots Declare War via the MILITARY Action
removal and auto-resolution placement of
and place the remaining 20 t from the (see p. 10). Resolve any Battles triggered
Pirates.
Bot's Supply onto its Town Track. A Bot alphabetically by Sea Zone and Area.
Each Pirate reduces Bot Trade Income by
with a +20 Income tile receives an additional
1 B in the Trade Node in question.
B in Phase 4. The +20 Income tile must be Bots have no Trade Power (=) and their DoW on a Bot
returned to the Supply if the Bot later falls When a War is Declared upon a Bot or their
Ships do not occupy Trade Protection Slots.
below 20 Small t. Ally, handle steps 3 and 4 of the Declare War
If a Bot runs out of t they will not
Siege any new Provinces or Colonize any Bots Trading Action sequence (main rules p. 16) like so:
Territories. If this is still the situation in Bots Trade as a part of their NAVAL Action 3. Calls to Arms
Phase 5, it triggers Final Scoring. (see p. 12). That Action's chart also covers • A Bot will always refuse all Offensive CtAs.
passive Trade Income for other Bots that are • A Bot will always accept a Defensive CtA
Claims & Core Tokens eligible to collect Trade Income. (see main rules, p. 32) unless already at
A Bot's Merchant is never exhausted. War with an Opponent. A Bot Emperor
The Bot will only use the G numbered from
1–6 as G, while those numbered 7–8 will will activate Defending the HRE if it can.
only be used for the F on their reverse side. Humans Trading • A Bot will send Defensive CtAs to all valid
When a Bot needs to place a G but When a human player takes a Trade Action, Allies that are adjacent to the Aggressor.
all tokens are in play, they will first take a eligible Bot Realms (see main rules, p. 34) The Bot discards 1 I from its Ally's
non-Colonial Distant G, then the G on the may collect passive Trade Income as follows: Realm, gains 2 B and flips their A to
Main Map Area with lowest total Tax Value. • In a maritime Trade Node: All Bots gain the K side for each such NPR Ally.
Ties are solved by picking the G furthest 2 B for Main Map Nodes and 3 B for • Bots do not have access to Allied Units.
away from Bot's Capital Area, then alphabet Distant Nodes.
ically (by Area name). • In an inland Trade Node: All Bots gain 4. Gaining B and Recruiting
2 B if they also have at least one t • Targeted Bots, and Bots joining the War by
Other Limited Tokens adjacent to the selected Node. accepting a CtA from an NPR, gain 1B.
• If, following this, the Bot has less than
If required to remove another type of token
A Bot is not required to have a Merchant the "Min. B upon DoW on Bot" (see
(e.g., to perform an Action or resolve an
present in a node in order to collect passive p. 2) in Available B, it gains B until
Event), Bots will pick alphabetically but prefer
Trade Income from it, but will move its it reaches this minimum.
to remove tokens that hurt them directly; they
Merchant to that Trade Node once it collects • Then, if it has any Available m, the
avoid removing directly beneficial tokens.
Trade Income. Bot immediately spends 1 B to recruit
If the human player has the " Mercantilism" 7/9/11 Units (see p. 2), and checks
Rebel Dice Rolls Idea, and has 3+ = from Key Provinces, for MAC if the Army is on the map board.
reduce the Bot income by 1 B.
r Rebellion
o Lose 1 B
Bots & Alliances
Recruiting Units
Bots always recruit Units to the Army area of
p Lose 1 B ● No effect
Bots make Alliances with NPRs, but will
never enter into an Alliances with an Oppo
their Bot Mat; placing the Bot's Army minia
ture on the map is handled in a separate step
of the charts. A Bot's Manpower is calculated
q Lose 1 B n Remove 1 u nent, unless through an Event (in which case
the Alliance is terminated in Phase 5).
in the same way as for human players during
setup and updated during Phase 5, except
Bots roll Rebel Dice for all of their u at How Bots are affected by Alliances upon that Bots always have a minimum of 3m. All
once, not Area by Area, and they roll a maxi DoW is covered in the 'Bot Warfare' section Units in a Bot's Manpower Reserve count as
mum of 5 Rebel Dice. and the MILITARY Action chart. Available m. Bots never have Exhausted m.
8
Perform
I s under attack by Go to: DEFEND Did Action
first Action
Enemies or Rebels?¹ Spend 1 B
take effect?
on card.
8
Army on map Did Action END
board and can Siege Go to: SIEGE take effect? TURN
in same Area?
Siege Action
(from Main Turn Structure + from DEFEND and MILITARY Actions)
3 If Bot only has 1B and no Small Provinces to Siege, it Sieges a Large Province. If Bot has 3+ Military Ideas, it Sieges 2 Tax Value per B spent (up to 6 Tax Value
in total). Bot can only Siege an Island Province if has a Ship in an adjacent Sea Zone, except that they ignore this requirement for their own de jure Provinces.
Also, see steps 4–7 of 'Sieges & Occupation', main rules page 28.
Event Action
(from Main Turn Structure + Bot Card: 01)
7
Discard EVENT Bot Card
Already taken
EVENT Start over: MAIN TURN STRUCTURE
Event Action?
1 2 3 4 5–6
General Event Rules • Recruit Action: Pay 1B to recruit all m. Pirates : Use auto-resolution rules.
• Use Choice Processes on page 3. • Trade Action: Gain 2 B. Lost at Sea : Bots are not affected. Use
• Pick option A) when not Active Player. • Exhaust Units: Lose Units from Army. auto-resolution rules for human players.
• Pick the first option on all suboptions. • Pay X to do Y: If able to pay cost, do it. Cardinal Dies : Use auto-resolution
• Gaining/losing d: Gain/lose B. • Adopting new State Religion: Also rules, but ignore Bot's own C.
• Gaining/losing D: Gain/lose 1 B per change Religion of Capital Area and one
Native Uprising : Bots always ignore u.
10 D, rounded up. Maximum 3 B. more of Bot's Areas to same Religion.
Resolving Bot also ignores loss of <.
• Gaining s: Remove 1u per step. Gain • Ignore non-applicable effects.
Human players suffer effects as normal.
2B per step if Bot has no u. • Event/option has no applicable effects:
Gain 1 B and resolve Secondary Effects. DNPR Expansion : Use auto-reso
• Losing s: Gain 1u per step.
lution rules, but ignore Areas where the
• Gaining/losing M/A: Pick NPR with,
resolving Bot Owns any Provinces.
respectively, the highest (gain) or lowest Secondary Effects
(lose) Base Tax possible. Spread of Religious Ideas : Use auto-
Attrition : Resolved as normal.
• Gaining v: Gain t instead. resolution rules, except: 1. Spread own
Unrest/Rebellion : As above. State Religion first (if applicable); 2. Prefer
• May Declare War: Only if at Peace and
Available B > Spent B. Activate Power Struggle : As above. options that would not cause Religious
• Activation: MILITARY Action. Character Mortality : Resolved as Dissent for the resolving Bot; 3. Prefer op
• Declare War Action: MILITARY Action. normal, but does not affect Bots. tions that would remove Religious Dissent.
Proceed directly to Declare War step. Disloyal Vassals : As above. Spread of the Revolution : As above.
Target’s strength ≥
DoW
2 x Bot’s strength?²
If Army < 3 Units:
For each such Ally: Bot has NPR
Increase Army size
remove 2 I from Allies with 2+ I,
to 3 Units.
NPR’s Areas, gain adjacent to target?
2 B, and flip the A Remove all Declare War
to the K side.³ Bot’s I on target.
Army size ≥ 2x Targets may send Defensive from all of Spend 1B
target’s strength?² CtAs (NPRs always do). target’s Areas. to recruit
7/9/11 Units.⁴
Spend 2B to re
Has 4+ B left cruit 7/9/11 Units.⁴ DoW triggers DoW triggers 16
Land Battles? Naval Battles? Go to:
and more m? NAVAL
Check for Army is on the
BATTLE
8
Go to: SIEGE MAC.⁵ map board?
(Resolve in alpha
Place Army in own Area closest betical order if
Gain B = B spent
multiple Battles.)
on drawn Bot Card – 1
Can Siege in to Enemy. Check for MAC.⁵
current Area? Triggers (Prefer Area with Enemy, then closest 16
Battle? to Enemy of greatest strength².) Go to:
Is Papal Controller, LAND
can Call Crusade, and BATTLE
Hostile Units or Move Army to Enemy Area in range.
target is Muslim? (Resolve in alpha
(Prefer: Largest Enemy force which is ≤ own
Area 1–2 spaces away? betical order if
Army. Then Area with own G.)
(incl. Naval Bridge⁵) multiple Battles.)
Can place a Ship
that would help, and has not
Place Ship to extend Triggers Triggers
placed Ship this Turn?
Naval Bridge. Battle? Battle?
Place G on target. 16 16
(Prefer adjacent, then Capital) Go to: Go to:
Move Army up to 4 END
NAVAL BATTLE LAND BATTLE
spaces to non-Hostile TURN
Place Crusade token and Area closest to Enemy. Gain 1 B if won a
G on target's Area. Score Battle this Turn
1. Recruit 2 Units.
EUROPA UNIVERSALIS® 10 THE PRICE OF POWER
Diplomacy Action
(Bot Cards: 05, 06, 07, 08) Ignore all Distant NPRs for the purpose of this Action.
DIPLOMACY Has I ≥ NPR’s Base Tax + Annex this NPR. Remove Bot’s I,
Opponent I in NPR’s Areas? equal to target’s Base Tax + Opponent
(Ignore ›Papal States and Imperial I) I, from target Realm.² Score 3.
(Prefer Realm adjacent by land, then Realm with
highest Tax Income.)
Go to:
Diplomatic Target Chart Add 2 I in Areas where no I Place M
At Peace and has
(roll for target, re-roll if same as has been placed this Turn. on target's
any previous target this Turn) 6+ B left?
(Prefer target's Areas, then adjacent to Bot) Capital.
1 Alliance requires: Bot is at Peace and has < 3 A in play, target is at Peace and is not Bot's Ally, and any Ally of target has fewer I than Bot in target's Areas.
2 Bot must remove one fewer I if it has a M on target
1 See DoW restrictions on page 22 of the main rules to determine target eligibility. Realm. Vassals of target are released as independent NPRs.
2 Strength: NPR, see main rules, page 36; PR = number of Deployed Units + Available m. 3 If the Bot has researched any Diplomatic Ideas, it places
3 Bot must remove one fewer I if it has a M on target Realm. additional I if it has z in its Supply (Bot ignores limit
4 Number of Units recruited per B spent is determined by the chosen Difficulty Level. of placing max. 2I in the same Area):
5 Adjust Unit availability in Army based on MAC (see p. 5). 1–2 Dip. Ideas: +1I, 3+ Dip. Ieas: +2I
16
Any Hostile Sea Zone Place Ship in such Sea Zone Go to:
NAVAL adjacent to Bot's Ports (Prefer adjacent to Bot's Port, NAVAL BATTLE
or Ships?¹ then alphabetical) Gain 1 B if victorious
1 Ignore Distant Sea Zones if Bot does not have "QftNW". 3 If playing without Missions for human players,
2 Bot's B income gets reduced by 1 for each Pirate in the node where it trades. give no 0 to Bots during this step.
Has Catholic
State Religion? Any Catholic Place Crusade token and a
Is Papal Controller,
in Age I or II, and can use Opponents and no active G on such Area. Score 1.
Excom./Crusade? Recruit 2 Units if able.
Excommunication to remove
(Prefer Area where Bot has t)
an Opponent's C?
10
Go to: MILITARY
Place C in the #1 slot of Excommunicate Opponent.
Select valid Crusade target, and
the Papal Curia. Opponent loses 1 and 1 C, skip directly to Declare War step.
(If now Papal Controller: and must discard 4 I from
Remove Excommunication on Catholic Areas.
Perform own Realm, if any)
second Action END
on card instead. TURN
EXPLORE 1 2 k l
acant Territory
V
with a "1" adjacent to
Has 3+ Colonial G? Bot's Ships?¹ Roll matches Has 2+ B left?
eligible³ Territory?
Triggers a
Vacant Territory Naval Battle? Spend 1 B.
with a "1" adjacent to Can place a Ship
Bot's t?¹ in a Sea Zone where it Remove a Ship from a
Any eligible³
can Explore? Distant Continent (if any).
Distant Provinces to
discover?
Place G on an eligible³
Place Ship in such a Territory. Score 2.
Sea Zone. Place G on such a
Has "Quest for the
New World" Idea? ²
(Prefer adjacent to new Distant Distant Province. If this is the first G on this
Trade Node when possible)
(Prefer adjacent by land
Distant Continent, add all
to Bot, then Distant
Realm with highest matching Trade cards.⁴
Could placing a Ship bring Bot within 3 Base Tax)
spaces of a new Explorable Sea Zone? 16
Go to:
NAVAL BATTLE
Place Ship in a Sea Zone that qualifies. Gain 1 B if victorious
Any Colonial G is connected to (Prefer shortest route)
Capital Area through a chain of Areas
with Bot's t and/or Ships? 9 Triggers a
Has 2+ <? Go to: Naval Battle?
OLONIZE
C
Research the "Quest
for the New World" Could placing a Ship
Gain 1B
Idea for free. bring Bot closer to estab
Score 0 = 2 + <. + 1<
(Score 0 as normal lishing a connection? END
Discard Bot's < + Colonial G.
and update Bot's Idea TURN
Track)
Spy Action
(from DEFEND Action + Bot Cards, 2nd Action: 13, 14; Bot Cards, War Action: 13, 14)
UNREST Owns any Provinces with u? Remove u from 2 Provinces Owned by Bot.
(Prefer Capital, then Large t)
Has < 2 F in play, Remove F in play from Area Place F in eligible Area with
and can place a F? with lowest total Tax Value. highest total Tax Value.¹
Owns all Provinces in eligible Area with higher Perform second Action END
total Tax Value than any current F Area? on card instead. TURN
Convert Action
(Bot Cards: 15, 16, 17, 18, 19)
2 Same procedure as the Change State Religion Action on page 13 of the main rules.
Focus Action
(Bot Cards, 2nd Action: 16, 17, 18, 19, 20, 21, 22, 23)
FOCUS Place the B Now has 2/3 z in Score Milestone matching Discard all
spent in this this Focus area?³ Focus type. Gain 2 B and z from
Focus area. score 0 as normal. Focus area.
Idea Action
(Bot Card: 24)
IDEA Select Focus type: 1-2: Administrative, 3-4: Diplomatic, 5-6: Military
At War with
an NPR? Has 2+ u in Areas White Peace Any Bot returning Capital to
without G? accepted by Enemy gains 2 and 4 B.
Enemy?³ Any Bot receiving Capital back
Tax Value of Enemy's loses 2 B. Human players
de jure Provinces Occupied Bot offers pay/receive 10 D as normal.
by Bot ≥ Tax Value of own t White Peace.
Occupied by Enemy?
Peace Terms Enemy
No Peace accepted by Occupies any of
END Bot will Enemy?⁴ Bot's t?
concluded.
BOT PEACE not offer
RESOLUTION or enforce
Peace. Bot offers Peace on Keep If possible, swap any:
Current Board State terms. Enemy t/v Occupied by Bot
Any remaining Wars to ▼▲
Bot's t Occupied by Enemy
resolve during this step of
If Enemy still exists, (of matching total Tax Value)
Peace Resolution?
flip War tokens to
their Truce side.
End War and keep current board
Remove Bot's G from Areas where Bot now PRs on both sides
state. Score 0 = Tax Value of
Owns all Provinces. For each G removed, remove may add G where
retained Enemy Core Provinces.
2u from the G's Area and score 2. If able, and they have lost t.
< 2F in play, spend 1B to place a F here.⁵ (Bots add max. 1 G)
1 Bot must Occupy NPR's Capital and Provinces of Tax Value ≥ ½ of NPR Strength. 4 Enemy Bots only accept these terms if both Bot Armies are of equal
2 Units located on Distant Continents where the Bot has no t do not count. size, and Tax Value of Provinces Occupied by either side is equal.
3 NPRs always accept. E nemy Bots accept if they cannot enforce Peace, and have 2+u 5 Remove all other Bots' G from Areas where F are placed.
in Areas where they do not have G.
EUROPA UNIVERSALIS® 15 THE PRICE OF POWER
Bot Land Battle Resolution
Determine Battle is in (Main) Human player may
LAND Main Defender. Defender's Realm? play Battle Actions.
BATTLE (See p. 5)
Assign Casualties
Enemy Retreats or Any Bot has as normal.
Roll Battle Dice: has no Units left? Units remaining? (See Main Rules, p. 27)
# Infantry Dice = # Hostile Units
Assign Casualties:
# Bot's Casualties = # f/g rolled Resolving Bot Human player,
Human player's General
receives 1 B if it if Active Player,
receives a H per pair
is their first Battle receives 1 c if it
Remove all ?/NPR Units. of g rolled by Bot.
victory this Turn.* is their first Battle
victory this Turn.
Bot has Units Remove all NPR Units.
END
remaining? Remove ? = ½ initial # of Remove defeated Armies
Units in Bot's Army. from the board.
BATTLE
* Note!: The 1B gained for the first Battle win of a Turn for the resolving Bot (Active Player) is in most cases already specified in the relevant Bot Action charts.
Paradox Interactive, Europa Universalis: The Price of Power™ Copyright© 2022 Paradox Interactive AB (publ) All rights reserved. Second printing: 2023