

Last time, we looked at how the diplomatic and military model that Europa Universalis ( EU4) uses provides a vivid demonstration of the pressures of interstate anarchy as understood through neorealist international relations theory. This is the third part of our series ( I, II, III, IV) examining the historical assumptions of Paradox Interactive’s grand strategy computer game set in the early modern period, Europa Universalis IV (which is in turn the start of a yet larger series looking at several of Paradox’s games and how they treat their historical subjects.
