For colonial nations.
- −10% Development cost
- Heretic and heathen provinces do not give any penalties
- +1 Yearly devotion
- +1 Yearly legitimacy
- +1 Yearly horde unity
- +0.5 Yearly republican tradition
- +1 Yearly meritocracy
- +25% Provincial trade power modifier
Manufacturing Center of an Empire
- −10% Construction cost
- −10% Idea cost
- −10% Regiment cost
- Automatically discover adjacent when a colony is built.
- +20 Global settler increase
- +1 Leader without upkeep
- -1 National Unrest
- +10% Morale of armies
Colonial nations are a unique form of subject state available to any colonial power and can form in the Americas and Oceania once enough settlers have arrived for them to establish a local government. They are not playable without the Conquest of Paradise DLC.
Formation of colonial nations[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 1.31.
The New World and Oceania are divided into several ‘colonial regions’ for the purpose of forming colonial nations. There are twelve colonial regions in the game, 11 in the Americas (7 in North America, 4 in South America) and 1 covering Australia and New Zealand.
As long as the conditions are met, any nation in the game except former colonial nation formables can spawn colonial nations, from large and wealthy empires like Ming or a united Bharat to small and poor minor nations like Iceland.
In order to allow a country to spawn colonial nations, its capital must not be located within a colonial region. For example, if the Maya or Inca (in Mesoamerica and South America, respectively) colonize North America, the colonized territory will remain under their direct control. This also applies overseas; if Maya or Inca colonize Australia or New Zealand (in Oceania), the colonized land will still remain under their direct control, even though it is geographically located overseas.
Assuming that the country's capital is outside the colonial regions, then if said country colonizes and cores five overseas provinces in the same colonial region, (regardless of whether they are part of a state or territory) a colonial nation will form. After that, any and all overseas provinces gained by the mother nation within the same colonial region are acquired by the colonial nation. New colonies started by the mother country will remain under its control until completion upon which they are acquired by the colonial nation.
As an example; Great Britain's capital London is located in Europe, outside of any colonial regions, thus allowing them to spawn colonial nations. If they colonize five provinces in Colonial Eastern America (within North America), a colonial nation will be formed and it will acquire all provinces gained by Great Britain if they are located within the same colonial region.
A colonial power may have multiple colonial nations under its rule. They do not use up diplomatic relation slots. A nation can have multiple colonial nations operating in the same colonial region by fully annexing or inheriting countries which themselves have colonial subjects.
Going back to our previous example; if Great Britain, after colonizing Colonial Eastern America (within North America), colonizes five provinces within Colonial Louisiana and Colonial Canada (which are both separate colonial regions within North America), two new colonial nations will form and gain any and all British provinces within their colonial region, granting Great Britain three colonial nations.
If Great Britain also annexes or inherits France, any and all colonial nations that France had under its rule will be transferred to British rule, even if they are located in the same colonial regions as existing British colonial nations.
As most colonial regions contain more than five provinces, it is possible for multiple colonial nations - from different colonizing countries - to form in the same colonial region. While the colonial regions themselves contain enough provinces for 162 colonial nations with 5 provinces, the game itself allows 75 by default and 100 at most.
Colony designation[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 1.32.
If Leviathan is enabled, there will be three designation after formation which are Crown Colony, Private Enterprise Colony, Self-Governing Colony. Those designation can be upgraded to provide more bonus. However disloyal colonies won't provide manpower, sailors, tariffs. Colony Designation can be changed for 1000 ducats and can't be changed again for 10 years.
Designation effects[edit | edit source]
|Designation||Colony effects||Overlord effects|
|Private Enterprise Colony|
Each designations will receive a reform that provide some effects in addition of the previous effects.
|Crown Colony||Private Enterprise Colony||Self-Governing Colony|
Modify colony relationship[edit | edit source]
Each relationship cost 25 administrative power and 100 ducats to upgrade and can be rescinded for 100 ducats. The relationships will retain even if the designation changed; however, once rescinded it cannot be upgraded again unless changed to the appropriate designation.
Crown Colony[edit | edit source]
|Upgrades||Overlord effects||Colony effects|
|Increase Draft from Colony|
|Enlarge the Gold Fleet|
|Increase Religious Control|
Private Enterprise Colony[edit | edit source]
|Upgrades||Overlord Effects||Colony Effects|
|Increase Trade Power Transfer|
|Encourage Cash Crops|
|Increase Navies from Colony|
|Increase the Gold Tax|
Self-Governing Colony[edit | edit source]
|Allow Autonomous Trade|
|Allow Autonomous Taxing|
|Allow Autonomous Militias|
|Allow Autonomous Navy|
If the Overlord of a Colonial nation enacts the "Exploitation of the new World" government reform, a Colonial nation receives :
List of colonial regions[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 1.31.
The following table lists the colonial regions in the game and their most important trade influencing provinces (those with estuaries and centers of trade).
Flag[edit | edit source]
When a colonial nation is formed, the flag used to represent the nation is generated by placing the motherland's flag in a canton over a plain field of a solid color. This color varies but is based of the color of the colonial region that the colonial nation formed in. If the motherland's flag changes, either through formation (e.g. England forms Great Britain) or through annexation of the overlord, the colony's flag will change as well.
Names[edit | edit source]
Most of the colonial nations have names based on the overlord, however, some have historically relevant names. The table below lists all possible names.
|Name||Colonial region||Motherland||Further triggers|
|Alyeska||Colonial Cascadia||Russian culture|
|Pacifico Norte||Colonial Cascadia||Spain, Castile or Aragon|
|[Root.GetAdjective] Alaska||Colonial Cascadia|
|[Root.GetAdjective] Cascadia||Colonial Cascadia|
|New [Root.GetName]||Colonial Cascadia|
|Colonial Eastern America|
|Colonial La Plata|
|[Root.GetAdjective] Canada||Colonial Canada||France, French culture group|
|Acadia||Colonial Canada||France or French culture group|
|Nouvelle-Écosse||Colonial Canada||France||is the overlord of Scotland, is allied with Scotland or owns a province in the Highlands or Lowlands|
|Newfoundland||Colonial Canada||Great Britain or England|
|[Root.GetAdjective] Quebec||Colonial Canada||Great Britain or England|
|Laurentia||Colonial Canada||Great Britain or England|
|Borealia||Colonial Canada||Great Britain or England|
|Nova Scotia||Colonial Canada||Great Britain or England||Owns a province in the Highlands or Lowlands and Scotland does not exist|
|Vinland||Colonial Canada||Scandinavian culture group|
|Nova Hollandia||Colonial Canada||Netherland, Holland or Dutch culture|
|[Root.GetAdjective] Canada||Colonial Canada|
|Manitoba||Colonial Canada||owns Manitoba (1010)|
|Hudson Bay||Colonial Canada|
|Rupert's Land||Colonial Canada|
|Thirteen Colonies||Colonial Eastern America||Great Britain or England|
|Nouvelle-Flandre||Colonial Eastern America||France or French culture group||owns Bruges (90)|
|Floride||Colonial Eastern America||France or French culture group|
|Florida||Colonial Eastern America||Spain|
|Massachusetts||Colonial Eastern America||owns Massachusetts (968)|
|Connecticut||Colonial Eastern America||owns Connecticut (2010)|
|Manhattan||Colonial Eastern America||owns Manhattan (965)|
|Delaware||Colonial Eastern America||owns Delaware (957)|
|Conoy||Colonial Eastern America||owns Conoy (953)|
|Alabama||Colonial Eastern America||owns Alabama (924)|
|Virginia||Colonial Eastern America|
|[Root.GetAdjective] Louisiana||Colonial Louisiana||France or French culture group|
|Manitounie||Colonial Louisiana||France or French culture group|
|Illinois||Colonial Louisiana||France or French culture group||owns Illinois (915), Kaskaskia (916) or Cahokia (917)|
|owns Illinois (915), Kaskaskia (916) or Cahokia (917)|
|[Root.GetAdjective] Louisiana||Colonial Louisiana|
|Ohio||Colonial Louisiana||owns Ohio (948)|
|Missouri||Colonial Louisiana||owns Tamaroa (900) or Missouri (902)|
|Arkansas||Colonial Louisiana||owns Quapaw (897)|
|Michigan||Colonial Louisiana||owns Potawatomi (944) or Michigan (945)|
|Wisconsin||Colonial Louisiana||owns Sauk (912), Mesquakie (913) or Winnebago (914)|
|Iowa||Colonial Louisiana||owns Iowa (905)|
|Sisseton||Colonial Louisiana||owns Sisseton (908)|
|Kansas||Colonial Louisiana||owns Kansas (898)|
|Nebraska||Colonial Louisiana||owns Pawnee (901) or Omaha (903)|
|Yankton||Colonial Louisiana||owns Yanktonai (906) or Yankton (907)|
|[Root.GetAdjective] Columbia||Colonial California||Great Britain or England||Britsh culture group|
|New Albion||Colonial California||Great Britain or England||Britsh culture group|
|New Spain||Colonial Mexico||Spain|
|New Castile||Colonial Mexico||Castile|
|[Root.GetAdjective] Mexico||Colonial Mexico|
|Belize||Colonial Mexico||owns Belize (843)|
|Nicaragua||Colonial Mexico||owns Nicaragua (837)|
|Panama||Colonial Mexico||owns Panama (835)|
|Honduras||Colonial Mexico||owns Belize (840)|
|Hispaniola||Colonial Caribbean||Spain||owns Zui (488), Tortuga (489) and Barahonas (490)|
|Castile||owns Zui (488), Tortuga (489) and Barahonas (490)|
|Aragon||owns Zui (488), Tortuga (489) and Barahonas (490)|
|Isla Juana||Colonial Caribbean||Spain||owns Havana (484), Moron (485) and Guantanamo (486)|
|Castile||owns Havana (484), Moron (485) and Guantanamo (486)|
|Aragon||owns Havana (484), Moron (485) and Guantanamo (486)|
|Antilles||Colonial Caribbean||France or French culture group|
|Cuba||Colonial Caribbean||owns Havana (484), Moron (485) and Guantanamo (486)|
|[Root.GetAdjective] West Indies||Colonial Caribbean|
|West Indies||Colonial Caribbean|
|The Caribbean||Colonial Caribbean|
|Saint Lucia, Saint Vincent, Montserrat, Gonave, Aruba, Bonaire, Mustique, Bequia, Grenada, Dulcina, Barbuda, Abaco, Eleuthera, Sabinal, Saona, Mayreau, Anguilla, Anegada, Tortola, Alcarraza, Mayaguana, Saint Croix, Vieques or Roatan||Colonial Caribbean|
|New Granada||Colonial Colombia||Spain||owns Granada (223)|
|Castile||owns Granada (223)|
|Aragon||owns Granada (223)|
|[Root.GetAdjective] Colombia||Colonial Colombia|
|[Root.GetAdjective] Peru||Colonial Peru|
|Cajamarca||Colonial Peru||owns Cajamarca (813)|
|Lima||Colonial Peru||owns Lima (809)|
|Cuzco||Colonial Peru||owns Cuzco (809)|
|Argentine||Colonial La Plata||British culture group|
|Rio da Prata||Colonial La Plata||Portugal|
|Transplatina||Colonial La Plata||Portugal|
|[Root.GetAdjective] La Plata||Colonial La Plata|
|[Root.GetAdjective] Paraguay||Colonial La Plata|
|[Root.GetAdjective] Chile||Colonial La Plata|
|Argentina||Colonial La Plata|
|Uruguay||Colonial La Plata||owns Uruguay(772)|
|[Root.GetAdjective] Brazil||Colonial Brazil||Portugal|
|Terra de Vera Cruz||Colonial Brazil||Portugal||is Christian|
|Granada al-Jadida||Colonial Brazil||Morocco, Granada or Algiers||is Muslim|
|Rio Grande||Colonial Brazil||owns Rio Grande (753)|
|Bahia||Colonial Brazil||owns Bahia (756)|
|Australia||Colonial Australia||Great Britain or England|
|Tierra Austral||Colonial Australia||Spain|
|Terre Australe||Colonial Australia||France or French culture group|
|New Holland||Colonial Australia||Netherlands, Holland or Dutch culture|
|[Root.GetAdjective] Australia||Colonial Australia|
|Terra Australis||Colonial Australia||Spain, Castile, "or" Iberian Culture|
If no name is available (because none of the names defined for the colonial region have triggers that are satisfied by this colonial nation, all the names for which this colonial nation satisfies the triggers were already used by other colonial nations, or no names are defined for the colonial region), the colonial nation will be named after a province of its parent country--e.g., "New London" or "New Paris".
Tariffs[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 1.30.
The colonial overlord receives a cut of each of its colonies income in the form of a tariff calculated, for a given colony, as such :
Tariff rate[edit | edit source]
Represents the pressure put by an overlord on its colonies to transfer income. Each colony has its associated rate. Default, for a newly formed colony is 10%.. It then can be adjusted, separately for each colony, with the Increase tariffs / Decrease tariffs options in the subject interaction interface, for a cost of administrative power. There are also regular events that present an option to raise tariffs for a particular colonial nation at the expense of some liberty desire. This is generally the preferred, although slower method for managing tariff levels as it will not cost any administrative monarch power.
Tariff rate has a direct negative 1:1 impact on colony's liberty desire. Note that  Disloyal colonies will refrain from paying any tariffs at all, independent from how high the tariff rate actually is and if their liberty desire increases high enough, they might try to declare independence and start a war to break free.
Tariff efficiency[edit | edit source]
Tariff rate modified by the Global tariffs modifier (see section below)
Global tariffs[edit | edit source]
The Global tariffs (labeled as 'Colony income' in the Subjects panel) is an overlord modifier applied to every colony tariff rate to get matching tariff efficiency.
As this modifier is for all colonies, it makes it the prefered way to raise tariff efficiency without also raising colonies liberty desires.
A nation can gain global tariffs modifier by:
|+25%||trading in slaves|
|+25%||a parliament and Colonial taxation as active issue|
|+20%||‘Council of the Indies’ government reform (tier 3 monarchy and republic)|
|+10%||a colonial governor as advisor|
|−5%||Private Enterprise Colony upon reaching ten provinces|
|−10%||Self-Governing Colony upon reaching ten provinces|
|−10%||Burghers estate with granted ‘Grant New World Charters’ privilege|
Ideas and policies:
There are also several colonial-associated events that can have positive and negative effects on the global tariff efficiency.
Full example[edit | edit source]
Given the following incomes of 76.34 and 20.13
And Global tariffs modifier of 40%
And a tariff rate of 40%
We finally get following tariff :
Subject interaction[edit | edit source]
- Main article: Subject_nation#Subject_interactions
Interaction with a colonial nation is done through the Subject Interaction section of the Subject Menu. In addition to the regular interaction types, colonial subjects have some special interactions focusing on managing tariffs and colonial management.
Liberty desire[edit | edit source]
- Main article: Subject nation#Liberty desire
Like all subjects, colonies have liberty desire ranging from 0 to 100. The main influences on liberty desire are the colony's development, relations, and relative military strength. Some factors that are specifically relevant to determining the liberty desire of a colony are the tariff rate and the overlord's mercantilism. Something to keep in mind is that when determining relative strength, colonies will only consider their own strength and the strength of independence supporters, not that of other subjects of the same overlord.
As long as the liberty desire is below 50%, the colonial nation is unable to declare independence, and foreign nations cannot support its independence. Two disloyal colonies may form an alliance with each other, enabling them to call each other into an independence war.
Expanding colonial nations[edit | edit source]
Colonial nations will automatically acquire ownership of any province in its designated colonial region of which its overlord has taken ownership. The overlord does not need to have a core on these provinces for this transfer of ownership to occur. This automatic transfer of province ownership makes colonial nations an important tool for expansion by conquest in the New World, as the overlord merely needs to acquire ownership of provinces in a peace deal, and may then leave the colonial nation to deal with the associated coring costs and overextension penalties.
Colonial nations can be granted provinces that are bordering it via land or are adjacent to the same sea zone. If the overlord had cores in these provinces, the colonial nation will replace those with its own cores. This restriction on granting provinces and cores also means that it is nearly impossible for overlords to grant provinces from the "old world" to colonial nations, with the sole exception of colonial Australia; granting land to colonial Australia requires the overlord to have land provinces in the following sea provinces: Gulf of Carpentaria and Arafura Sea. From there, granting land provinces which overlap sea provinces can extend the range of provinces which can be granted.
When colonial nations have enough income to sustain a working colonist, they will pick the Exploration and Expansion idea groups and automatically begin exploring and colonizing the uncolonized land adjacent to them.
Treaty of Tordesillas[edit | edit source]
|Available only with the El Dorado DLC enabled.|
- Main article: Treaty of Tordesillas
The first Catholic nation to found a colonial nation in a colonial region (and with 0 or more opinion of the Papal State) will get a claim on that entire region.
The claim can be transferred by annexing the claimant as a Catholic nation. The claim will give a +10 bonus to settler growth for colonizing in that region, while other Catholic nations suffer a -20 penalty to settler growth and a stacking -50 relations penalty with the Papal States and the claimant country. Non-Catholic nations are unaffected by any Treaty of Tordesillas claims.
Diplomacy and warfare[edit | edit source]
Colonial nations can form alliances with primitive countries which they border and with subjects of the same overlord, though AIs only seem to ally disloyal subjects of the same overlord.
They can declare war on independent nations which have a capital in a colonial region and on colonial subjects of other countries unless their overlords are allied. Unlike most vassal types, the overlord is not automatically involved in these wars. Likewise countries which have a capital in any colonial region can attack colonial nations without involving their overlord. However if a colonial nation is the defender in a war, their overlord can enforce peace on the attacker(with less restrictions than usual). If the target of this request refuses, then the overlord will join the war and become warleader. If the attacker was also a colonial nation, their overlord will also join and become warleader.
If a country which has their capital outside a colonial region, declares war on a colonial nation, the colony is treated like an ally or vassal and the overlord is automatically called into the war. Colonies will also automatically join all wars their overlords are in.
Independence war[edit | edit source]
If a colonial nation's liberty desire increases high enough, they will gain the ability to declare independence and start a war to break free from their overlord. Other nations can pledge to support the colonial nation's independence and if the colonial nation declares a war for independence, it will call on any foreign allies that had pledged to support its freedom.
If the colonial nation wins the independence war, it will become independent and form a new nation, free of ties to the mother country. At the start of the independence war, the colonial nation will get the event New Government! which presents the choice of becoming a republic or a monarchy. There are also several formable nations that can be formed by independent former colonial nations, allowing them to reform themselves into a proper nation and stake their claim to the lands around them.
If, on the other hand, the colonial nation loses such the independence war, it will stay under the overlord's rule and keeps the tariff level at where the overlord set it before the conflict. The Colonial Nation’s desire for liberty will be lowered by 50% points after the defeat and the overlord gets the event Treaty of [Root.Capital.GetCapitalName] in which they can choose to spare or kill the ruler of the colonial nation.
Elimination of the overlord[edit | edit source]
If a colonial nation's overlord is fully annexed or otherwise removed from the game, one of two things will happen:
- If the colonial nation has already declared an independence war, it will be treated as successful and the colonial nation will become independent.
- If the colonial nation has not declared independence, however, it will be transferred to whoever gained control of the former overlord's capital. This is worth keeping in mind when considering hostilities with colonial empires, as well as when negotiating peace.
Other bonuses and penalties[edit | edit source]
Please help with verifying or updating this section. It was last verified for version 1.29.
- A colonial nation cannot establish colonies outside its colonial region unless it borders the target province directly by land.
- Colonial nations join their overlord in wars.
- Colonial nations provide their overlord with 50% of their trade power.
- Each colonial nation of at least 10 provinces increases their overlord's naval force limit by +10.
- Each colonial nation of at least 10 provinces increases their overlord's land force limit by +5.
- Each colonial nation of at least 10 provinces increases their overlord's global trade power by +5%.
- Each colonial nation of at least 10 provinces provides their overlord with an extra merchant.
- If El Dorado is enabled, if a colonial nation has gold producing provinces, it will accumulate all of the gold in a 'treasure fleet counter' and every once in a while, once the meter fills up, it will send a treasure fleet, providing the overlord with a large sum of money (and inflation), but only as long as the overlord's home trade port is downstream from the colony's.
- If the overlord's home trade port is not located downstream from the colony's, then the colonial nation will keep the gold (and any income gained from it) and simply tariffs on it normally.
Random New World Maps[edit | edit source]
While colonial nations function the same in a Random New World, there are some issues to keep in mind if following a colonization strategy in a different new world.
The number of colonial nation regions may be wildly different from the 11 found in North and South America, ranging from as low as 2 to as high as 18, plus Australia. This can drastically alter the circumstances for the formation of colonial nations and can affect a player's strategy if they rely on the force limit contributions of subject nations, or on extra merchants from colonial nations of ten provinces or more.
While the standard map does not completely align colonial nations with trade node areas, in a random new world, nothing can be taken for granted. Most trade nodes will usually line up with a single colonial region, but some will be shattered among several and others may encompass two or three. Founding the right colonies first, in order to control the key trade nodes in a random new world requires a fresh look each game, complicated by the fact that until everything is discovered, there can never be certainty about where the truly crucial areas lie, which is exactly how it was intended to be.
In some RNW maps, especially those with large numbers of colonial regions, there are two common peculiarities.
First, some provinces will not belong to any colonial nation area, and thus will stay under the direct control of the original colonizer. Likewise some areas can become a patchwork of colonial regions, none of whom are big enough to allow colonial nations to form and thus like the first category, they will stay under the control of the original colonizer. Both areas should be prioritized as they effectively add directly to the home nation size and allow the nation in question to use them as stable "anchor points" in the New World, serving as collections of provinces with the proper culture and religion that can be made into states and developed without fear of them 'defecting' to a colonial nation.
Second, colonial regions can be truly huge, and the colonial nations formed in them may therefore attain great size and power, making them harder to keep under control than anything found on the standard map. While this should not deter a player from colonizing them, one should stay aware of the colonial nations' growth and consider taking steps to appease them and keep their liberty desire in check, steps that might not be required for smaller colonial nations.
Tags[edit | edit source]
- Main article: Countries#Dynamic_tags
Colonial nations use a special set of nation tags to identify them. The first colonial nation formed in the game will be assigned the tag 'C00', followed by 'C01', 'C02', 'C03' and so on, assigned in the order that they were formed and from the game's starting overlord. If a colonial nation becomes independent and form a nation they gain the tag of that nation.
Colonial Nation Strategy[edit | edit source]
You can play as a colonial nation with Conquest of Paradise DLC, by navigating different start dates. Playing as a colonial nation can provide a unique and fun experience but newer players may find it challenging to gain independence from their overlord, if desired. The easiest method to play a colonial nation is to settle the colony as the overlord, then go to subject interaction screen, and press the button to release subject, then check the box to play as the released nation.
There are two general strategies for playing as a colonial nation, not starting as an overlord:
- Gain Independence
- Attempt to build a stronger navy than your overlord, to prevent an invasion.
- Declare independence when your overlord is occupied in a large war outside your region.
- Seek out rivals of your overlord to support your independence.
- Remain a Loyal Subject
Once independent, the next goal is often to become one of the many former colonial nations, like the United States or Mexico.
Achievements[edit | edit source]
|Colonisation||Exploration • Colonisation • Colonial nation • Tariffs • Trade company|
|Economy||Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax|
|Trade||Trade • Trade company • Trade goods • Trade nodes|
|Diplomacy||Diplomacy • Diplomatic feedback • Envoy • Espionage|
|Other||Defender of the Faith • Great power • Hegemon • Prestige • Regions|
|Political structures||Emperor of China • Holy Roman Empire • Papacy|
|Relations||Personal union • Relations • Subject nation|
|Concepts||Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories|
|Court||Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities|
|Estates and Factions||Base estates • Cossacks estates • Dharma estates • Estates • Factions|
|Events and Missions||Decisions • Disasters • Events • List of decisions • Missions|
|Goverment||Absolutism • Culture • Government • Government rank • Modifiers • Policies|
|Province mechanics||Autonomy • Buildings • Canal • Capital • Core • Province|
|Religions||Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion|
|Specific governments||Native council • Parliament • Steppe hordes|
|Customization||Nation designer • Random New World|
|Other||Achievements • Luck • Score system|
|Ideas and Policies||Idea groups • National ideas • Policies|
|Ages and Institutions||Ages • Institutions|
|Innovativeness and Technology||Innovativeness • Technology|
|Declaring war||Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare|
|Defense||Fort • Zone of control|
|Land warfare||Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism|
|Naval warfare||Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors|
|Other||Force limit • Military leader • Military tradition|
- ↑ Forming a former colonial nation formable enacts the effect restore_old_nation_on_formation_effect which sets the flag no_colonial_nations which prevents the forming of colonial nations even if another county is formed later.
- ↑ 2.0 2.1 A province is overseas if it is on a different continent than the capital and doesn't have a land connection with the capital
- ↑ 3.0 3.1 3.2 In addition to the absolutism from the tier 1 reform, all republics get −40 Maximum absolutism for being a republic.
- ↑ These goods get double weight in /Europa Universalis IV/common/tradegoods/00_tradegoods.txt. Goods that already have 0 weight (e.g. cloves outside Molucca or the Spice Islands) do not get any increase.
- ↑ Not available in newly colonized provinces with normal or historical setup.
- ↑ 6.0 6.1 See in /Europa Universalis IV/common/defines.lua.