Summary
Players aiming to recreate or forge new histories in grand strategy games may appreciate the depthEuropa Universalis 4offers, especially with its near-400-year coverage that allows players to see their chosen countries blossom into their current states at the beginning of the 19th Century, or find ways to restore extinct empires to their former glory.
WhileEuropa Universalis 4allows players to play as any nation existing in 1444, certain countries become ideal for newcomers due to their ideal starting position. Moreover, certain countries allow beginners toEU4to learn both the game’s core and advanced mechanics, as well as enjoy its more intricate systems.

Updated on July 12, 2025, by Rhenn Taguiam:While fans still wait with bated breath for any updates about Europa Universalis 5 or another DLC for Europa Universalis 4, gamers can still rely on the latter to provide them with a riveting grand strategy experience. And although the game can seem overwhelming for newcomers, there are actually countries in EU4 that can make the learning curve more tolerable for players. Some options include the strongest among the Hordes, a decent nation upgraded by a DLC, and another country with strong ties to France and other countries in Europe.
Technology Group
Nomadic
Considered the strongest among the Hordes, theOirat Hordeis known not just for its more powerful version of Horde Ideas (such as cavalry bonuses) but also for bordering the Celestial Empire of Ming - arguably one of the world’s largest nations at the time, yes, but also beginning the game with quite the fragile disposition. Players should ideally trigger the Tumu Crisis by capturing the Ming Emperor, something they could do by provoking Ming. This can be done by accepting China’s offer to become a tributary but never pay until Ming attacks the player - a move that ensures players have allies to support them in the war. This shouldn’t be too difficult to pull off because of Oirat Horde’s cavalry bonuses and decent army.
Capturing the Ming Emperor opens the Empire to a large power vacuum, which players can take advantage of. Taking Beijing can open up players to a peace deal, and they can abuse it to take as much land as possible, potentially bankrupting Ming and opening the region for colonization. Playing as the Oirat Horde will teach players how to time their battles properly and take territory more tactically, especially when focusing too much on capturing China will likely leave players open to attacks on their turf.

Eastern
With the Domination DLC,Muscovyhasbecome a pretty decent starting nationwith National Ideas and a Mission Tree designed to help it achieve greater control over its isolated place in Europe without the hassle of competing with other colonialists. It begins with five vassal nations, which gives players quite the opening to vassal swarm their way into early-game dominance - especially with the DLC as mentioned above, giving Muscovy quite a lot of claims that extend over Eastern Europe.
A religious start unlocks the Orthodox Church and incentivizes religious-empowered conquests, while a military opening incentivizes brute-force colonization. In speaking of conquest, Muscovy going into Russia is a viable move to help players learn more about colonization in the game - especially larger areas. Unlocking Russia also unlocks the Siberian Frontier, a unique mechanic that turns an empty province into a Siberian Frontier colony provided it has a path (directly or through empty provinces) to its capital.

Muslim
TheTimuridswill begin with five (5) subjects (Transoxiana, Sistan, Khorasan, Fars, Afghanistan) at a constant threat of rebelling - something players can alleviate by focusing on their Taxation Policy, giving strong Duchies to the Amirs, and conducting Royal Marriages. This is essential when obtaining cores from nearby Ajam, which players are recommended to wage war on as soon as possible before the Timurids' starting leader dies. As Timurids will train players to be able to handle their subjects being wishy-washy in terms of their loyalty, its potential for the rest of the game may help them even contend with powerhouses like the Ottomans in terms of performance.
It’s important players learn how to ensure their subjects don’t rebel, as the nation can become aEuropa Universalis 4powerhouse given its decent stats and strategic geographic placement. Diplomacy-wise, Timurids can make powerful allies out of Moghulistan, France, and the Commonwealth to secure support in wars while temporary relationships with the Ottomans and Jaunpur or Gujarat are ideal at the start before breaking them off at any point when players want to conquer their lands for their own. Trade-wise, Timurids are in a position to control trade in Samarkand, especially if they control Persia.

Western
At the beginning ofaEuropa Universalis 4experience, it’s suggestedNaplesdevelop its relationships with France and other neighboring nations in order to get allies when they declare independence against Aragon. After its independence, Naples can expand its opportunities depending on its goals. For instance, Naples can set their sites to Europe via the Sea or into India to start an Asian or African colonization. The Ottomans stay as a deadly adversary, which means allying with the likes of the Papal State or other Holy Roman Empire nations could be an ideal defensive strategy.
Despite its size, Naples has the potential to snowball into a worldwide power assuming it can focus on coring relevant provinces and acquiring monuments - positions it enjoys given its proximity to Europe and the rest of Africa. Starting the match with cores on Sicily and Malta can give Naples a decent advantage in terms of Development, something they can take advantage of for early-game progression. Naples should focus on getting monuments in nearby territories, especially when its capital Napoli has the Royal Palace of Caserta that can give +100 Governing Capacity. Nearby monuments of focus include the Parthenon (in Athens), the Santa Maria del Flore (Firenze), and the Pyramid of Cheops (in Cairo), which when combined can help players get Advisors for insanely cheap amounts as early as ~1500.

Players who want to analyze nation-building in theirEuropa Universalis 4gameplay could start this journey withBrandenburg. While Brandenburg can lead to flexible playthroughs, it’s dependent on an alliance with Poland for convenient starting assistance. From here, players can approach the game in a variety of ways. Going for the slow burn means hitting Stettin with allies (Mecklenburg, Hesse, and Austria) before expanding into Wolgast after Poland’s war with the Teutonic Order. Alternatively, Brandenburg can get aggressive and vassalize Saxony as soon as possible and wait for the opportunity to buy Neumark from the Teutonic Order.
Both strategies make it ideal to expand Denmark to the Northand into Novgorod to form Germany or Prussia. Alternatively, players ofthe grand strategy gamecan follow Brandenburg’s mission tree, where they should guarantee Anhalt for another personal union, claim the Ansbach throne, and rival smaller nations within the Holy Roman Empire to block any chances of them allying with stronger countries. Come December 1444, players can declare humiliate wars and win against Luneburg, Mecklenburg, and other smaller nations for Monarch Points. This should hasten the development of the Renaissance, which should make other objectives easier to pursue.

Players who appreciate a decent challenge with a flexible starting nation can learnthe game’s more complex mechanicsthroughSweden. Granted, Sweden demands slight urgency in dealing with its more aggressive neighbors. However, its solid foundation of a decent army, National Ideas, and mission tree can open up a fun playthrough for players who eventually get their rhythm.
As Sweden, players should ideally gain independence from Denmark as soon as possible. This positions them as Denmark’s rivals and slowly becomes a force to reckon with. Given the right circumstances, Sweden should have wiggle room to conquer Poland and/or Muscovy before they become threats (as the Commonwealth and Russia, respectively), usually by allying with one to wage war on the other. Expanding into Germany may require releasing Finland and other provinces to join the Holy Roman Empire and avoid incurring the Emperor’s wrath, although a sufficiently powerful Sweden could aim to become the Emperor themselves.

As part of the Holy Roman Empire with the Kingdom Rank,Cologneenjoys having powerful allies at the onset ofthe grand strategy game. Its convenient access to the English Channel can slowly build Cologne into a powerhouse, with the Emperor’s backing giving them room to play offense and rely on imperial assistance on defense.
It’s ideal for Cologne starts to focus on religion to maximize their potential in the mid-game. Cologne should ally Mainz and Trier and expand into territories needed for their missions before the Reformation. It’s also ideal for Cologne to focus on gaining Devotion through the Diet and get an heir who focuses on Papal Influence. Should Cologne successfully switch cultures to Dutch and from the Netherlands, their position as an electorate can guarantee the maintenance of their allegiance to the Empire.

Players who want to go big at theonset of their 4X experienceshould considerEngland. Due to its starting position, players can pursue their missions and objectives without worrying much about the rest of the continent. Their proximity to the English Channel, arguably the game’s best Trade Node, allows England to reap economic benefits faster. In this regard, England could form Great Britain and secure global dominance by slowly colonizing both Americas.
This dominance is especially present in the early game, as England’s starting position as an isolated island allows it to reign supreme in the seas - especially with the game’s bad AI when it comes to naval battles. England’s position allowed it to create allies quickly, making much of its missions up to the formation of colonial Great Britain much easier to accomplish should players know what they were doing.

Chinese
Unlike other nations, starting asJapaninEuropa Universalis 4plunges them straight into the Warring States period. This puts them in charge of a Daimyo whose main goal is unifying Japan by defeating other Daimyo and securing control over Kyoto. It’s only after doing this that players can expand their horizonsoutside the Land of the Rising Sun, which means accomplishing this should be their main priority.
In turn, playing Japan encourages newcomers to find ways of optimizing their colonization approach on a smaller scale, with more complex game principles such as hyper-optimization through the right Daimyo choice, deliberate loans, and forced bankruptcy also being viable options when expanding beyond Japan. After unifying the Shogunate, players can fight the weaker Korea to access their navy. Players may make an alliance with the Ming or wait for European explorers, with either option expanding Japan’s interests in either the East or the West, respectively.

UsingKoreawill teach newcomers toEuropa Universalis 4gameplayto work their way around unique cultural setbacks while at the same time capitalizing on Korea’s own cultural flexibility. Thanks to the nation’s strong starting leader, players can remove disadvantages such as wartime stability hits, internal unrest, and literary purges by completing specific Missions. Interestingly enough, the completion of said Missions should slowly set up Korea for more diverse plays.
Developing its provinces to Level 6 opens opportunities for Korea to form both Manchu and Japan depending on the player’s progress. Instead of choosing one or the other, players can “min-max” by forming into Manchu and then switching to Japanese culture to form Japan and acquire the nation’s ideas. Afterward, they can switch back to Manchu to secure the Chinese cultural union. Alternatively, players can simply focus on eliminating Japan and Ming to secure their trade routes, as their expansion can hinder Korea’s growth.