England Guide
Master naval supremacy, dominate the wool trade, and rule the English Channel. Build a colonial empire while managing the Hundred Years War and Parliament mechanics.

Why Play England?
England offers a unique blend of naval dominance, economic power through wool/textile trade, and strategic flexibility between continental expansion and colonial empire building.
Unique Strategic Advantages
- Island Geography: Natural defensive moat makes England nearly impossible to invade. Focus resources on offense without defensive fort spam.
- Wool Monopoly: Control 80%+ of European wool production. Wool → Textile processing creates incredible profit margins (2-3x markup).
- English Channel End-Node: All Atlantic trade flows into Channel. Unlike inland nodes, you can't lose trade power here—perfect collection point.
- Parliament Mechanics: Unique government system provides cost-effective law changes and special debates unavailable to other nations.
- Strong Opening Military: Start with 50K levies + professional army. Enough force to win Hundred Years War decisively.
Starting Situation & Opening Setup (1337)
England starts in an active war with France over Gascony and has claims throughout France. The opening determines whether you'll dominate Europe or pivot to colonial empire.
CRITICALFirst Month Actions (Pause Immediately)
First Parliament Session
Core Economic Systems
England's economy is built on wool monopoly → textile processing → English Channel trade collection. Master this loop and you'll have 50+ ducats/month by the 1370s.
CRITICAL STRATEGYWool & Textile Industry Domination
England controls 80%+ of European wool production. Raw wool sells for ~0.8 ducats, but processed textiles sell for 2.0-2.5 ducats. This 3x markup is your economic foundation.
Building Priority Sequence
War & Diplomacy Strategy
England's strategic choices center on France (continental dominance) vs Colonial Empire (global trade). Both paths are viable—choose based on playstyle.
CRITICAL DECISIONFrance Strategy: Continental vs Colonial
Option A: Dominate France (Continental)
- ✓ Win opening war → take Normandy coastline
- ✓ Second war (1350s) → take Paris region
- ✓ Third war (1370s) → vassalize weakened France
- ✓ Integrate French vassals → form Great Britain + France
- ✓ Pros: Strongest European power, massive tax base, control 2 end-nodes
- ✗ Cons: Constant wars, AE management, delayed colonization
Option B: Colonial Empire (Global)
- ✓ Win opening war → secure Gascony + Calais
- ✓ White peace or minor gains in future wars
- ✓ Focus Ireland/Scotland/Low Countries instead
- ✓ Rush colonization by 1400s → dominate Americas
- ✓ Pros: Less AE, easier expansion, historical RP, massive late-game trade
- ✗ Cons: Weaker 1400s military, France remains strong rival
Early War Targets (1337-1380)
Campaign Timeline & Strategic Phases
England's campaign follows distinct phases from Hundred Years War through colonial dominance. Each phase has specific priorities and benchmarks.
Phase 11337-1350: War & Economic Foundation
Critical Actions:
- ✓ Win Hundred Years War opening (take Normandy + Gascony)
- ✓ Spam marketplaces (100% profit) in all provinces
- ✓ Build roads from London outward (proximity cost -20%)
- ✓ Rush 100 stability + 100 legitimacy for crown power
- ✓ Pass "Expand Gravel Road Network" parliament debate
- ✓ Build wool RGOs in sheep provinces
- ✓ Build naval fleet to 80-100 ships
Benchmarks:
- • Income: 25-35 ducats/month
- • Crown Power: 40-50%
- • Territory: England + Normandy + Gascony
Phase 21350-1380: Black Death, Consolidation & Expansion
Critical Actions:
- ✓ Survive Black Death (Segregate the Infected event choice)
- ✓ Conquer Ireland (all provinces or create vassal)
- ✓ Attack Scotland when French alliance breaks
- ✓ Build textile workshops in London (process wool → textiles)
- ✓ Second France war (optional: take Paris region or white peace)
- ✓ Transition to professional army (unlock via Renaissance tech)
- ✓ Increase fleet to 120+ ships
Benchmarks:
- • Income: 40-50 ducats/month
- • Crown Power: 50-60%
- • Territory: England + Wales + Ireland + Scotland + French coastline
Phase 31380-1420: Development & Colonial Preparation
Critical Actions:
- ✓ Develop London aggressively (dev → trade capacity → income)
- ✓ Max textile workshops (20+ if population supports)
- ✓ Integrate Irish/Scottish vassals (if created)
- ✓ Optional: Low Countries conquest (Flanders, Brabant)
- ✓ Build maritime presence infrastructure (harbors, lighthouses)
- ✓ Increase fleet to 150-200 ships (30+ maritime presence)
- ✓ Form Great Britain (if requirements met)
Benchmarks:
- • Income: 60-80 ducats/month (textile boom)
- • Crown Power: 60-70%
- • Territory: British Isles unified + French holdings
Phase 41420-1500+: Colonial Domination
Critical Actions:
- ✓ Begin systematic North American exploration (9+ sea tiles/month)
- ✓ Establish colonial nations (Thirteen Colonies, Canada, Caribbean)
- ✓ Use sea charters to claim territories before Portugal/Castile
- ✓ Funnel all colonial trade into English Channel end-node
- ✓ Optional: African trade posts, Indian Ocean expansion
- ✓ Optional: Final France wars to vassalize or partition
- ✓ Dominate global trade through Channel monopoly
Benchmarks:
- • Income: 100-200+ ducats/month (colonial trade flowing)
- • Crown Power: 70-80%+
- • Territory: British Isles + Colonial Empire + European holdings
Common Mistakes to Avoid
These mistakes can cripple England's economic and military potential. Learn from others' errors.
Raw wool sells for 0.8 ducats, textiles for 2.2 ducats. Exporting raw wool wastes 1.4 ducats per unit. Build textile workshops first, export textiles only.
Not Assigning King as General
Missing +25% crown power = losing 25% of all trade income. At 40 ducats/month trade, that's 10 ducats/month lost = 1,200 ducats/decade.
Over-Expanding into France Too Early
Taking 10+ French provinces in first war creates massive AE and integration burden. Take 3-5 provinces per war, integrate between wars.
Starting Colonization Before 1420s
Early exploration costs 10-15 ducats/month when your income is 25-35 ducats. Wait until 60+ ducat income makes exploration costs trivial.
Neglecting Naval Buildup
Weak navy = can't defend Channel, can't invade continent, can't colonize effectively. Build to 100+ ships by 1350s, 150+ by 1380s.
Ignoring Ireland/Scotland for France Focus
Ireland and Scotland are easy conquests that secure your home islands. Leaving them independent risks Scottish backstabs during France wars.
Not Building Roads
Roads provide proximity cost -20% and massive control increases. Missing roads = accepting 30-50% control instead of 70%+ = half your potential income lost.
Making Direct Law Changes (Not Using Parliament)
Direct law changes cost 72-100 stability. Parliament law changes cost 50% support. Always use Parliament sessions for laws.
Letting Continental Forts Drain Your Budget
Gascony forts will be captured in opening war. Delete them immediately to save 2-3 ducats/month. Island forts are enough for defense.
Why This Guide is Accurate
Key Takeaway
England's power comes from wool monopoly → textile processing → English Channel trade dominance. Master this economic loop and you'll have the wealth to fund any strategy—continental domination or colonial empire. Your island geography provides defensive security, your navy enables global reach, and your Parliament system provides efficient governance. Choose your path (France or Colonies), execute the opening priorities, and England becomes unstoppable by the mid-game.



