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Kingdom rankAotearoa
Primary culture
Pacific (Maori)

Capital province
Te Tai Tokerau (1106)

Tribal Government tribal.png

State religion

Technology group
PolynesianPolynesian technology group
Iwi ideas
Ambox outdated info.png Please help with verifying or updating this infobox. It was last verified for version 1.33.


For countries with Primary culture.png Maori primary culture.

Traditions.png Traditions:

−10% Recruitment time
−20% Harsh treatment cost

National sailors modifier.png Sons of Kupe

+10% National sailors modifier
+10% Colonial range

Tolerance of the true faith.png Kaitiakitanga

+1 Tolerance of the true faith

Stability cost modifier.png Kaumatua

−20% Stability cost modifier

Morale of armies.png Kapa Haka

+10% Morale of armies

Fort maintenance.png Pa Defence

−10% Fort maintenance

Land leader shock.png Te Moko

+1 Land leader shock

Core-creation cost.png The Maori King Movement

−10% Core-creation cost
+1 Yearly legitimacy

Idea bonus.png Ambition:

+1 Yearly prestige

Aotearoa is a formable country representing the islands of New Zealand under native Maori rule. Aotearoa is the Maori word for the archipelago, translating to "Long white cloud".

Formation[edit | edit source]


Execute decision.pngForm Aotearoa

We have emerged as the Iwi that will unite them all under the same banner. The rise of Aotearoa starts today!

Potential requirements

Flag of Aotearoa Aotearoa does not exists
The country:

If the country is AI-controlled then it:


Flag of Aotearoa Aotearoa does not exists
The country:

  • is not a subject nation other than a tributary state.
  • is not at war.
  • has its Capital.png Capital as core province in Colonial Australia region
  • owns at least 7 provinces in:
    • Te Ika a Maui Hauauru area
    • Te Ika a Maui Waho area
    • Te Waipounamu area


The country:

  • becomes Flag of Aotearoa Aotearoa.
  • gains Yearly prestige.png 25 prestige.
  • gets the Msg event.png event ‘New Traditions & Ambitions’, unless it has custom or Iwi ideas.
  • increases rank to Kingdom rank kingdom, if it is a Duchy rank duchy
  • gains a permanent claim on:
    • Te Ika a Maui Hauauru area
    • Te Ika a Maui Waho area
    • Te Waipounamu area
  • gets “Increased Centralization” for Time Icon.png 20 years, giving:
    • Autonomy.png −0.05 monthly autonomy change,
    • National unrest.png +1 national unrest.

AI will always take this decision.

Events[edit | edit source]

Main article: Polynesian events

Being most likely formed by a Maori chiefdom, Aotearoa will experience the same Polynesian events as other Maori states, including both Polynesian generic events and Maori events.

Missions[edit | edit source]

Main article: Polynesian missions

Aotearoa does not have a unique mission tree and will keep the missions of the country that formed it, which for Maori states are the Polynesian missions focussing on uniting New Zealand and colonising Oceania.

Strategy[edit | edit source]

Strategy The below is one of many player suggested strategies for Aotearoa. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

Formation[edit | edit source]

Aotearoa is most likely to be formed by one of the seven Maori chiefdoms (iwi), namely Flag of Ngapuhi Ngapuhi, Flag of Ngati Awa Ngati Awa, Flag of Ngati Kahungunu Ngati Kahungunu, Flag of Ngati Ranginui Ngati Ranginui, Flag of Ngati Toa Ngati Toa, Flag of Tainui Tainui or Flag of Waitaha Waitaha. Of these, Tainui and Ngapuhi are probably the strongest start due to having the highest development (equal with Ngati Ranginui and Ngati Toa) and also being able to fabricate claims on every province in New Zealand due to their location (as can Ngati Kahungunu). For any iwi, rapid conquest of neighbouring provinces through opportunism and shifting of alliances allows Aotearoa to be formed within a matter of decades.

Other iwi typically do not build to force limit, so by rapidly building to force limit and fabricating a claim the player will have a chance to become the strongest iwi in New Zealand very quickly even by only having two provinces. Rival selection is random, so if the player rivals back the iwi that rival them they should be able to form alliances with the remaining iwi (this may require improving relations if they are allied to the player's rivals). Avoid royal marriages, as the player will soon turn on any allies. Waitaha could be an excellent ally despite being the weakest iwi, because enemy armies may be drawn across Cook Strait to besiege their capital, and could then be trapped in the South Island with the strait crossing blocked while the player and their allies siege down territory in the North Island.

For the first war, the player should be able to acquire at least one province by fabricating a claim on a rival and calling every ally into the war; the ensuing war is likely to draw in every iwi in New Zealand, but if the player chooses the right iwi to declare against they should be able to have the stronger side. If possible, the player should also take the land of the war target's allies, but should not give any land to their allies because as each rival is vanquished, the player's former allies will become enemies. As soon as the war finishes the player should set one of their allies as a rival to break the alliance and have the truce expire as quickly as possible. Truces can be sidestepped by declaring war on truce targets' allies. Do not vassalise any iwi as it will be quicker to conquer them, and uniting the seven colonised provinces in New Zealand as quickly as possible is vital to get a head-start in the race to colonise the Pacific.

Expansion in Oceania[edit | edit source]

Once all other iwi have been conquered, Aotearoa can be formed. Even if the player chooses not to form Aotearoa, further expansion will follow the same strategies for any iwi once New Zealand has been united. Using the mission tree is vital to get claims and colonisation boosts necessary to colonise the disparate territories of Oceania.

Gaining enough army tradition to complete the Perform a Haka mission during or soon after the unification of New Zealand is a top priority; conquering all other Maori nations will see the rest of this mission tree through to its end point, giving both uncolonised South Island provinces to Aotearoa. This is a big advantage as colonisation is very slow.

Fiji can be conquered immediately by fabricating claims; if the player is lucky then one of the Fijian minors will have allied Flag of Tonga Tonga and/or Flag of Samoa Samoa, giving an easy way to conquer either of these which then facilitates fabricating a claim on the other. If not, the Expand the Trade Routes mission provides a claim on all provinces in Oceania with a centre of trade, those being Tonga, Oahu, and Micronesia (which starts the game controlled by natives). The claim on Flag of O'ahu O'ahu provides a foothold to take the rest of Hawaii, at which point every settled province in Oceania will be under Aotearoa's control. If this can be completed before Europeans reach the region, in conjunction with other missions and successful reform of the government to a non-tribal form, it will grant an additional colonist, a huge boost in the race to colonise the region. Additionally, coring provinces in Hawaii and Samoa will greatly extend colonial range. When colonising, beware of native uprisings, especially in Melanesia which is populous and aggressive.

The first idea group should be exploration, as explorers and conquistadors will be needed to explore outside of the Polynesian triangle into Australia and the East Indies. Aboriginal tribes start with worse technology than Maori, and are relatively easy to conquer, however it is highly unlikely the player will be able to colonise the entire coastline before a European nation begins to colonise the continent. If the player waits for the European colonial nation to form, and then immediately invades before the colonial nation has a military, this will be a faster way of gaining territory (and potentially institution spread) than colonising all the territory directly. However, separatist rebels will have significantly better tech than Aotearoa and be very difficult to quell; conversion to Christianity may be necessary (and in fact desirable).

Beyond Oceania[edit | edit source]

The next step from Polynesia and Australia is likely to be the East Indies, particularly the Moluccas. These contain many unsettled islands with a high chance of producing cloves, spices and other valuable trade goods. Local kingdoms Flag of Ternate Ternate and Flag of Tidore Tidore are not very powerful and could be conquered or vassalised. However, this region is home to many nations that are significantly more powerful and technologically advanced than Aotearoa, such as Flag of Majapahit Majapahit, Flag of Sunda Sunda, Flag of Brunei Brunei and Flag of Malacca Malacca. Additionally, European colonisers will cast a jealous eye on the spice islands, and directly compete to colonise them. It is therefore absolutely critical to form an alliance with at least one of the major powers in the region. The further westward the player advances, the harder it will be to continue; however with colonial and coring range severely limited by technology there are few other options than to work across Indonesia. It may be possible in wars with colonial powers to demand their Indian ocean islands to move within range of Africa.

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