Last time, we took a look at how EU4 was a game fundamentally about states and how the decision to orient the game in this way both expressed a theory of history centered on states, but also served in many cases to obscure the impact that state actions (particularly the emergence of the modern administrative state and the nation) had on actual people. This is the second part in a series ( I, II, III, IV) that examines the historical assumptions behind Paradox Interactive’s grand strategy computer game set in the early modern period, Europa Universalis IV ( EU4).