|Please help with verifying or updating this infobox. It was last verified for version 1.33.|
- −10% Construction cost
- +20% Fort defense
- +10% Morale of armies
- +1 Yearly legitimacy
- −20% Reelection cost
- +1 Tolerance of the true faith
- +0.25 Monthly fervor
- +10% Church power
- +10% Goods produced modifier
- +1 Yearly prestige
- −15% Fort maintenance
- −5% Technology cost
- −10% Development cost
Missions[edit | edit source]
- Main article: Italian minor missions
Decisions[edit | edit source]
Form Italian Nation
Please help with verifying or updating this infobox. It was last verified for version 1.33.
As the heart of the Renaissance, our nation is blossoming culturally. We have just entered the beginning of what looks like a prolonged artistic rebellion, especially in the field of architecture and literature. The cultural evolution is not aiding our country in maintaining peace within our borders however. Our country is continuously stricken by foreign states seeking power and territorial gain.
Italy does not exist.
If the country is AI-controlled, it:
Playing with normal or historical nations.
AI will always take this decision
Strategy[edit | edit source]
As an Italian minor, Bologna at least initially depends on solid alliances. As attacking your neighbours even as small as Ferrara is heavily unfavoured due to your nation's laughably minuscule force limit, one might definitely consider finding strong and bloodthirsty or even threatened yet formidable nations to befriend. In the earliest starting date, Milan is likely the first choice regardless of a potential conflict of interest in form of having provinces required to form Italy, followed by Hungary and their often much familiar perilous position sandwiched between strong nations.
Through a combination of diplomatic prowess and a pinch of luck, your newly-found allies might call you into preferably their winnable wars, ultimately giving you favors that you desperately need to expand territorially. Especially when going for Spaghetti Western achievement, one might eye the provinces of Lucca and especially Ferrara's fort, as obtaining coastal provinces early might enable you to create an expeditionary fleet to help escape into a New World colony with an appropriate idea group, even though you would still most likely require an additional province in Northern Africa or even Iberia. Especially then, one might resort to opportunistically attacking a heavily weakened nation, possibly even without a casus belli, as losing stability can be prepared for as a republic, ultimately making a sound investment for as few as one single province that your colonial range permits. If successful, one might outpace early colonizers and effectively hop over to Western Africa for then to naturally get to the Mexican Colonial Territory via South America. Alternatively, it is possible to accumulate money to ask for a trade company province from a nation of choice, or simpler yet, wait for the diplomatic technology to get good enough for a belated arrival into the New World.
It must be noted that the process of land expansion becomes tremendously easier once Italy exits the HRE via the Shadow Kingdom incident, yet having decent relation with Austria is still very sought-after, as having their military aid will simplify your overall strategy and make defeating the Venetian Trade League one's favorite pastime. A good opportunity to vanquish Venice, your natural Rival and the de-facto ruler of your home trade node would be when they are already occupied by war, like the one that is practically destined to happen against the Ottomans, leaving the strait leading into Venetian capital free to cross. Obtaining Venezia will grant exceptional wealth, significantly boosting your economy and solving one of the small nation's many woes.
Your conquest of Italy is prone to setbacks if victims of your fabricated claims are defended by a large power, often pacifying you into a waiting game. Once lady fortune smiles in your favor, however, it is even decent to vassalize your foes — practically doing anything in one's ability to increase in army size and significance. The only few things to be wary of is to leave Rome to the Pope and not to subjugate the the Papal State as it significantly worsens your relation with the Catholics and gives a nasty diplomatic reputation hit. Furthermore, occupying Rome gives you -10 Yearly papal influence.
In the Leagues War, you will face a divisive choice to either stay Catholic, especially preserving your Cardinals that might conveniently fall into your hands combined with good relations with Austria, or to make use your national idea 'Rebellion Against Papacy' and go for the lucrative alternative of Protestant or Reformed variety. One must weight the pros and cons and consider whether one wants to do with Rome and the the Papal State, and if turning down Catholicism is actually beneficial in the long run. Of course, Aragon and Naples are also going to be your thorn in the back, but thankfully, acquiring their provinces angers the Holy Roman Empire not by a lot. Given a succulent combination of combat-focused ideas, resourceful acquisitions, province development, and military assistance, capturing the south of Italian Peninsula will be an interesting challenge which can be postponed till the later stages of the game or even be avoided, especially if one chooses to go colonial and play as a released independent colonial nation, such as Texas or Mexico.