Please help with verifying or updating older sections of this article.
At least some were last verified for version 1.33.
The nation designer is a tool that was introduced in the El Dorado DLC, in February 2015. It allows the player to create custom nations.
Creating a custom nation begins by selecting a capital province. Thereafter, additional provinces may be added. No province may be more than 200 distance from "home provinces", these being defined as provinces with a land connection to the capital. All provinces within 400 distance of starting provinces are explored.
Province cost is calculated as follows:
- 20 points for a capital in the HRE.
- 0.5 points per development, modified by terrain type, and multiplied by 1.2 if the capital is in the HRE.
- 3 points per base production for gold-producing provinces.
- Some provinces cost more. These are provinces with special province modifiers, such as center of trade. The additional cost is given explicitly, not by a formula.
- Any provincial trade power modifier is added directly (+20 for Sjælland Sound Toll, +10 for Estuaries, Important Natural Harbors, and Bosphorous Sound Toll)
- 15 points for a Coastal Center of Trade
- 10 points for an Inland Center of Trade
- A varying amount for static goods produced modifiers (Dalaskogen, Potosi, Nile Delta, etc.)
Terrain multipliers:
Terrain type |
Multiplier
|
Farmlands |
1.1
|
Grasslands |
1.0
|
Coastline |
0.95
|
Drylands |
0.95
|
Savannah |
0.95
|
Steppe |
0.95
|
Forest |
0.9
|
Woods |
0.9
|
Coastal Desert |
0.9
|
Highlands |
0.9
|
Hills |
0.85
|
Marsh |
0.85
|
Jungle |
0.8
|
Desert |
0.8
|
Mountain |
0.75
|
Glacier |
0.75
|
The ruler and heir may be customized. With
Rights of Man, a consort may be customized as well.
One common strategy for minimizing point cost while maximizing ruler skills is to make the heir (and consort) very unskilled with bad personality traits, and disinherit the heir or hope both the heir and consort die naturally before the ruler dies. If done correctly, the player can have a 6/6/6 ruler costing 36 points be nearly totally offset by a -24 point heir and -3 point consort. This results in an effective cost of 9 for the ruler, which is the same cost as having a 3/3/3 ruler of the same age with no heir or consort. When it comes to selecting the age of your ruler, if you opt for an amazing ruler and a terrible heir is to set your heir's age at 30, the max and the ruler's at 20, so most likely your heir will die before the ruler, making disinheriting unessential, and saving you the -50
- Name
- Dynasty
- Gender
- Age
- The ruler may be 20 to 40 years old
- The heir 0 to 30 years old
- The consort may be 20 to 40 years old (requires
Rights of Man)
- Skills
- Personalities (see below)
Based on skills and age, the ruler may cost anywhere from -18 (0/0/0, age 20) to 36 (6/6/6, age 20) points.
Based on skills and age, the heir may cost anywhere from -24 (0/0/0, age 0) to 48 (6/6/6, age 0) points.
For rulers and heirs, a lower age will push point cost towards the extremes of the spectrum, where a higher age will tend towards 0.
For consorts, age does not matter. However, a consort's total point cost is multiplied by a factor of 0.25, including any personality traits.
Thus, based only on skills, the consort may cost anywhere from -3 (0/0/0) to 6 (6/6/6) points.
Starting government type may be selected from a fixed list. The list has all the government types that aren't unlocked with technologies. Some of them cost points and others have requirements like a specific religion or technology group. Government rank also factors into the cost, with ranks 1, 2, and 3 costing 0, 10, and 40 points respectively.
Available government types[edit | edit source]
Players may select one of the of the following Tier 1 Government Reforms.
Name |
Type |
Cost |
Other requirements
|
Feudal Nobility |
 |
0 points |
|
Autocracy |
 |
0 points |
|
Plutocracy |
 |
10 points |
   Indian, Muslim, Chinese or East African tech group.
|
Indian Sultanate |
 |
10 points |
Is in Muslim religion group. Capital is in the India superregion.
|
Nayankara System |
 |
10 points |
Indian tech group.  Is Theravada, Vajrayana, Mahayana or in the Dharmic religion group. Primary culture is Oriya, Sinhalese or in the Dravidian culture group.
|
Misl Confederacy |
 |
10 points |
Is Sikh.
|
Rajput Kingdom |
 |
10 points |
Indian tech group. Primary culture is NOT Marathi. Primary culture is Vindhyan or in the Western Aryan culture group.
|
Negusa Nagast Monarchy
|
|
40 points
|
|
Solomonic Empire
|
|
50 points
|
|
Chinese Kingdom
|
|
10 points
|
Chinese tech group. Primary culture is in the Chinese culture group and Religion is Confucian, primary culture is Miao or Yi and Religion is Confucian or Animist, or primary culture is Bai and Religion is Confucian or Theravada. Capital is in the North China, South China or Xinan region.
|
Grand Duchy |
 |
10 points |
|
Daimyo |
 |
0 points |
Chinese tech group. Primary culture is in the Japanese culture group. Capital is in the Japan region.
|
Independent Daimyo |
 |
0 points |
Chinese tech group. Primary culture is in the Japanese culture group. Capital is in the Japan region.
|
Elective Monarchy |
 |
10 points |
|
Iqta |
 |
10 points |
Is in Muslim religion group.
|
Ottoman Government |
 |
20 points |
Is in Muslim religion group.
|
Prussian Monarchy |
 |
100 points |
|
Imperial Austrian Monarchy |
 |
100 points |
|
Russian Principality |
 |
5 points |
Is Orthodox. Primary culture is in the East Slavic culture group.
|
Tsardom |
 |
40 points |
Is Orthodox. Primary culture is in the East Slavic culture group.
|
Mamluk Government |
 |
60 points |
Is in Muslim religion group.
|
Feudal Theocracy |
 |
60 points |
Is in Muslim religion group or Zoroastrian
|
Celestial Empire |
 |
10 points |
Chinese tech group. Primary culture is in the Chinese culture group. Capital must be in the North China, Xinan or South China region.
|
Shogunate |
 |
50 points |
Chinese tech group. Owns Kyoto. Primary culture is in the Japanese culture group. Capital is in the Japan region.
|
English Monarchy |
 |
15 points |
|
Mandala System |
 |
10 points |
Chinese tech group.  Is NOT Shinto or Confucian.   Is in the Eastern, Dharmic or Muslim religion group.
|
Crusader State |
 |
50 points |
Is Catholic.
|
Austrian Archduchy |
 |
0 points |
|
Confucian Bureaucracy
|
|
0 points
|
Is Confucian or Primary culture is Vietnamese or Sino-Vietnamese
|
Musa Rule
|
|
30 points
|
|
Mossi Confederal Kingdom
|
|
30 points
|
|
Norwegian Monarchy
|
|
15 points
|
Requires the Lions of the North DLC.
|
Livnian Militaristic Monarchy
|
|
100 points
|
Requires the Lions of the North DLC.
|
Livonian States General
|
|
60 points
|
Requires the Lions of the North DLC.
|
Livonian Plutocracy
|
|
60 points
|
Requires the Lions of the North DLC.
|
Livonian Constitutional Monarchy
|
|
50 points
|
Requires the Lions of the North DLC.
|
Livonian Theocracy
|
|
50 points
|
Requires the Lions of the North DLC.
|
Livonian Elective Monarchy
|
|
50 points
|
Requires the Lions of the North DLC.
|
Livonian Monarchy
|
|
20 points
|
Requires the Lions of the North DLC.
|
Livonian States Council
|
|
40 points
|
Requires the Lions of the North DLC.
|
Livonian Imperial Reign
|
|
60 points
|
Requires the Lions of the North DLC.
|
Livonian Mercenary State
|
|
25 points
|
Requires the Lions of the North DLC.
|
Livonian Admiralty
|
|
25 points
|
Requires the Lions of the North DLC.
|
Livonian Thalassocracy
|
|
40 points
|
Requires the Lions of the North DLC.
|
Livonian Autocracy
|
|
40 points
|
Requires the Lions of the North DLC.
|
Livonian Absolute Monarchy
|
|
40 points
|
Requires the Lions of the North DLC.
|
Livonian Enlightened Monarchy
|
|
75 points
|
Requires the Lions of the North DLC.
|
Great Sejm
|
|
25 points
|
Requires the Lions of the North DLC.
|
Polish Elective Monarchy
|
|
50 points
|
Requires the Lions of the North DLC.
|
Polish Autocratic Monarchy
|
|
75 points
|
Requires the Lions of the North DLC.
|
Grand Kingdom
|
|
30 points
|
|
Grand Empire
|
|
55 points
|
|
Native Council |
 |
0 points |
  Is NOT Nahua, Mayan or Inti.  North American or South American tech group. Capital is on the North America, South America or The New World(RNW, Requires Conquest of Paradise DLC) continent.
|
Oligarchy |
 |
0 points |
|
Plutocracy |
 |
40 points |
|
Venetian Government |
 |
40 points |
|
Pirate Republic |
 |
40 points |
Capital has a port and must either be in the Maghreb region or be an island.    NOT Andean, North American, South American or Mesoamerican culture group.
|
Noble Elite |
 |
0 points |
|
Free City |
 |
40 points |
Capital must be part of the HRE. Owns less than 2 provinces.
|
Ambrosian Republic |
 |
10 points |
|
Russian Principality |
 |
40 points |
Primary culture is in the East Slavic culture group.
|
American Republic |
 |
15 points |
Requires the American Dream DLC.
|
Federal Republic |
 |
15 points |
Requires the American Dream DLC.
|
Dutch Republic |
 |
40 points |
|
Peasants Republic |
 |
20 points |
|
Sich Rada |
 |
60 points |
Owns at least 1 steppe province.
|
Military Dictatorship |
 |
0 points |
|
Italian Signoria |
 |
0 points |
Primary culture is in the Latin culture group.
|
Stratocractic Administration |
 |
100 points |
|
Autonomous Swiss Cantons |
 |
40 points |
|
Clerical State |
 |
0 points |
|
Monastic Order |
 |
10 points |
|
Crusader Order
|
|
75 points
|
|
Crusader State |
 |
50 points |
Is Catholic.
|
Autonomous Swiss Cantons |
 |
40 points |
|
Holy Horde
|
|
40 points
|
|
Teutonic Bishopric
|
|
30 points
|
|
Militaristic Divine State
|
|
100 points
|
|
Crusading Empire
|
|
200 points
|
|
Blessed Plutocracy
|
|
40 points
|
|
Salvific Plutocracy
|
|
40 points
|
|
Steppe Nomads |
 |
0 points |
Nomadic tech group.
|
Tribal Federation |
 |
20 points |
|
Tribal Despotism |
 |
0 points |
|
Tribal Monarchy |
 |
0 points |
|
Siberian Native Council |
 |
-10 points |
|
Gond Kingdom |
 |
0 points |
Indian tech group. Primary culture is Gondi.
|
Stateless Society
|
|
0 points
|
|
Polynesian Kingdom
|
|
0 points
|
|
Polynesian Tribe
|
|
-10 points
|
|
Sacred Kingdom
|
|
10 points
|
Is in Pagan religion group
|
Tribal Confederacy
|
|
30 points
|
|
Zulu Tribe
|
|
30 points
|
|
Matrilineal System
|
|
30 points
|
|
Feudal Tribe
|
|
30 points
|
|
Great Man
|
|
30 points
|
|
Any technology group may be chosen, and will determine the nation's starting institutions and technology level (1–3). Every technology group besides Aboriginal and High American costs 0 nation designer points if within the old world; however, the non-native tech groups cost 50 or 75 nation designer points in America and Oceania. A nation's revealed map at game start will include the continent of their capital and the home continent of their technology group. For example, a custom nation with its capital in North America and Western Tech would start with North America and Europe explored. Keep in mind that province discovery is slowly shared across tech groups so be careful about taking Western/etc tech group as a New World country and giving Europe free exploration.
Tech group |
Tech level |
Base cost |
Cost in America and Oceania |
Other requirements
|
Western |
Tech 3 |
0 points |
75 points |
|
Eastern |
Tech 3 |
0 points |
75 points |
|
Anatolian |
Tech 3 |
0 points |
75 points |
|
Muslim |
Tech 3 |
0 points |
75 points |
|
Indian |
Tech 3 |
0 points |
75 points |
|
East African |
Tech 3 |
0 points |
75 points |
|
Central African |
Tech 2 |
0 points |
50 points |
|
Chinese |
Tech 3 |
0 points |
75 points |
|
Nomadic |
Tech 3 |
0 points |
75 points |
Has government reform Steppe Nomads.
|
West African |
Tech 2 |
0 points |
50 points |
|
North American |
Tech 1 |
0 points |
0 points |
|
Mesoamerican |
Tech 1 |
0 points |
0 points |
|
South American |
Tech 1 |
0 points |
0 points |
|
Andean |
Tech 1 |
0 points |
0 points |
|
Aboriginal |
Tech 1 |
50 points |
50 points |
|
Polynesian |
Tech 2 |
0 points |
50 points |
|
High American |
Tech 3 |
75 points |
75 points |
|
- Culture: Any culture may be chosen. The capital will be of the chosen culture, but any other provinces, that do not have the original culture of your chosen capital, will have their default culture (even those uncolonized by default). There is no cost.
- Religion: Any religion may be chosen, including ones that don't exist at game start such as
Protestant and
Norse. All provinces will be of the national religion at game start. There is no cost.
- Sprites: Affects unit models and building icons and may be selected independent of technology group. This is purely cosmetic. Sprite packs can be mixed, but the last selected one replaces all previous selections available to it. This means that that if you select Inuit Base Sprites (Has models for all 3 unit types and all 4 tiers) and then select the Manchu Base Sprites (Has models for all 3 unit types and all 4 tiers), you will ONLY see the Manchu sprites. However, this means that you can mix sprite packs that do not use all 3 unit types and all 4 tiers. If you use the aforementioned Inuit Base Sprites then select the Southeast Asian Elephant Sprites (Cavalry only, all 4 tiers), then your infantry and artillery will use the Inuit sprites, but your cavalry will use the Southeast Asian Elephant sprites. In the same example above, you could also include the Orleans Hundred Years War (Infantry/Artillery, Tier 1 only), which would change your tier 1 Infantry and Artillery sprite models, but keep the Inuit sprite models for tiers 2, 3 and 4.
Ten bonuses must be chosen: two for Traditions, seven for progress, and one for Ambition.
If more than 50% of the total idea "levels" come from a single category (
,
,
), the point cost of all ideas is increased by 5% for each 1% share over 50%. These are not the actual idea levels, but rather 10 * level / maximum level.
Early ideas are more expensive:
Slot |
Cost multiplier
|
Traditions |
2.0
|
Idea 1 |
2.0
|
Idea 2 |
1.8
|
Idea 3 |
1.6
|
Idea 4 |
1.4
|
Idea 5 |
1.2
|
Idea 6 |
1.0
|
Idea 7 |
1.0
|
Ambitions |
1.0
|
DLC |
Bonus |
Per level |
1 |
2 |
3 |
4 |
← Cost
|
|
National tax modifier |
+5.0% |
0 |
3 |
9 |
18
|
|
Production efficiency |
+5.0% |
0 |
3 |
9 |
18
|
|
National unrest |
−0.50 |
0 |
3 |
9 |
18
|
|
Stability cost modifier |
−5.0% |
0 |
3 |
9 |
18
|
|
Missionaries |
+1 |
15 |
50 |
|
|
|
Yearly inflation reduction |
−0.05 |
0 |
5 |
15 |
30
|
|
Reduce inflation cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Interest per annum |
−0.50 |
5 |
30 |
|
|
|
Construction cost |
−5.0% |
0 |
5 |
15 |
30
|
|
Development cost |
−10.0% |
5 |
30 |
|
|
|
Missionary strength |
+0.5% |
0 |
5 |
15 |
30
|
|
Yearly prestige |
+0.50 |
0 |
5 |
15 |
30
|
|
Prestige decay |
−0.5% |
0 |
5 |
15 |
30
|
|
Yearly legitimacy |
+0.50 |
0 |
15 |
|
|
|
Yearly horde unity |
+0.50 |
0 |
15 |
|
|
|
Yearly devotion |
+0.50 |
0 |
15 |
|
|
|
Yearly republican tradition |
0.15 |
20 |
60 |
|
|
|
Technology cost |
−5.0% |
5 |
30 |
|
|
|
Idea cost |
−5.0% |
3 |
18 |
|
|
|
Advisor costs |
−5.0% |
0 |
3 |
9 |
18
|
|
Possible advisors |
+1 |
5 |
30 |
|
|
|
Tolerance of the true faith |
+1 |
3 |
18 |
|
|
|
Tolerance of heretics |
+1 |
3 |
18 |
|
|
|
Tolerance of heathens |
+1 |
3 |
18 |
|
|
|
Chance of new heir |
+25.0% |
0 |
3 |
9 |
18
|
|
Hostile core-creation cost on us |
+15.0% |
0 |
5 |
15 |
30
|
|
Core-creation cost |
−5.0% |
0 |
5 |
15 |
30
|
|
Income from vassals |
+5.0% |
0 |
3 |
9 |
18
|
|
Religious unity |
+5.0% |
0 |
3 |
9 |
18
|
|
Autonomy change cooldown |
−10.0% |
0 |
3 |
9 |
18
|
|
Imperial authority growth modifier |
+10.0% |
5 |
30 |
|
|
|
Administrative free policies |
+1 |
30 |
|
|
|
|
Administrative possible policies |
+1 |
30 |
|
|
|
|
Years of separatism |
−5 |
5 |
30 |
|
|
|
Female advisor chance |
+10% |
0 (max level 10)
|
|
Yearly harmony increase |
+0.25 |
0 |
5 |
|
|
|
Religious harmonization speed |
+10.0% |
0 |
10 |
|
|
|
Yearly meritocracy |
+0.50 |
0 |
15 |
|
|
|
Monarch administrative skill |
+1 |
45 |
|
|
|
|
Maximum absolutism |
+5 |
0 |
5 |
15 |
30
|
|
Yearly absolutism |
+0.50 |
15 |
60 |
|
|
|
Administrative efficiency |
+5.0% |
15 |
60 |
|
|
|
Institution spread |
+10.0% |
0 |
3 |
9 |
18
|
|
Institution spread in true faith provinces |
+10.0% |
0 |
2 |
6 |
12
|
|
Institution embracement cost |
−10.0% |
0 |
3 |
9 |
18
|
|
Governing capacity modifier |
+10% |
0 |
5 |
15 |
30
|
 |
Church power |
+10.0% |
0 |
3 |
9 |
18
|
|
Yearly corruption |
−0.05 |
0 |
3 |
9 |
18
|
|
Caravan power |
+10.0% |
0 |
3 |
9 |
18
|
|
Monthly fervor |
+1 |
0 |
3 |
9 |
18
|
|
Goods produced modifier |
+5.0% |
0 |
5 |
15 |
30
|
|
Administrative technology cost |
−5.0% |
0 |
20 |
|
|
|
Construction time |
−10.0% |
0 |
3 |
9 |
18
|
|
State maintenance |
−10.0% |
0 |
3 |
9 |
18
|
|
Monthly autonomy change |
−0.05 |
5 |
30 |
|
|
|
Monthly piety |
−0.1% |
9 |
18 |
|
|
|
Monthly piety |
+0.1% |
9 |
18 |
|
|
|
Reform progress growth |
+7.5% |
0 |
3 |
9 |
18
|
|
Heretic and heathen provinces do not give any penalties |
Yes |
45 |
|
|
|
|
Cost of advisors with ruler's culture |
−5.0% |
0 |
1 |
6 |
9
|
 |
Maximum revolutionary zeal |
+5 |
0 |
5 |
15 |
30
|
|
Average monarch lifespan |
+10% |
0 |
3 |
9 |
18
|
 |
Yearly patriarch authority |
+0.50 |
0 |
3 |
9 |
18
|
|
Clergy loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
|
Dhimmi loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
|
Jains loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
 |
Yearly revolutionary zeal |
+0.50 |
15 |
60 |
|
|
|
Missionary strength vs heretics |
+1.0% |
0 |
15 |
|
|
|
Missionary strength vs heathens |
+1.0% |
0 |
15 |
|
|
|
Missionary maintenance cost |
−10.0% |
0 |
5 |
15 |
30
|
|
Tribal development growth |
+0.015 |
10 |
20 |
30 |
40
|
 |
Great project upgrade cost |
−10.0% |
0 |
3 |
9 |
18
|
|
All power costs |
−5.0% |
30 |
60 |
|
|
|
Monthly administrative power |
+1 |
60 |
|
|
|
 |
Monthly splendor |
+2 |
0 |
3 |
9 |
18
|
|
Monthly heir claim increase |
+0.20 |
0 |
3 |
9 |
18
|
|
Monthly heir support gain |
+0.10 |
0 |
3 |
9 |
18
|
|
Monthly federation favor growth |
+0.05 |
0 |
3 |
9 |
18
|
|
Yearly tribal allegiance |
+0.50 |
0 |
3 |
9 |
18
|
 |
Mandate growth modifier |
+0.10 |
5 |
30 |
|
|
|
Length of election term |
−1 |
30 |
|
|
|
|
Reelection cost |
−15.0% |
10 |
20 |
|
|
|
States governing cost |
−5.0% |
0 |
5 |
15 |
30
|
|
Trade company governing cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Expand administration cost |
−25.0% |
5 |
25 |
|
|
 |
Curia powers cost |
−15.0% |
0 |
3 |
9 |
18
|
|
Prestige per development from missionary |
+0.50 |
0 |
3 |
9 |
18
|
 |
Monthly karma |
+0.01 |
9 |
18 |
|
|
 |
Monthly karma |
−0.01 |
9 |
18 |
|
|
|
Minimum autonomy in territories |
−5.0% |
0 |
3 |
9 |
18
|
|
Free policies |
+1 |
40 |
|
|
|
|
Possible policies |
+1 |
50 |
|
|
|
 |
Innovativeness gain |
+25% |
0 |
3 |
9 |
18
|
|
Permanent casus belli against neighboring heathens and heretics |
Yes |
50 |
|
|
|
|
Can fabricate claims in any colonial region belonging to another nation who are also overseas from the province, or to their colonial nations |
Yes |
35 |
|
|
|
|
Can NOT build over force limit
|
Yes
|
-25
|
|
|
|
|
Can NOT build buildings
|
Yes
|
-40
|
|
|
|
|
Can NOT declare war
|
Yes
|
-100
|
|
|
|
|
Can NOT establish colonies
|
Yes
|
-10
|
|
|
|
|
Can NOT send merchants
|
Yes
|
-40
|
|
|
|
|
Can NOT send missionaries
|
Yes
|
-10
|
|
|
|
|
Global monthly devastation |
−0.05 |
5 |
30 |
|
|
 |
Global prosperity growth |
+0.05 |
5 |
30 |
|
|
|
Monthly piety accelerator |
+0.2% |
5 |
30 |
|
|
|
Monthly gold inflation modifier |
−25.0% |
5 |
30 |
|
|
|
Gold depletion chance modifier |
−25.0% |
5 |
30 |
|
|
|
Maximum tolerance of heretics |
+1 |
3 |
18 |
|
|
|
Maximum tolerance of heathens |
+1 |
3 |
18 |
|
|
|
Yearly doom reduction |
+2 |
9 |
18 |
|
|
|
Yearly authority |
+0.25 |
9 |
18 |
|
|
|
Move capital cost modifier |
−20.0% |
0 |
3 |
9 |
18
|
|
All estates' loyalty equilibrium |
+5% |
0 |
5 |
15 |
30
|
DLC |
Bonus |
Per level |
1 |
2 |
3 |
4 |
← Cost
|
|
Max promoted cultures |
+1 |
0 |
5 |
15 |
30
|
|
Culture conversion cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Morale of navies |
+5.0% |
0 |
5 |
15 |
30
|
|
Trade efficiency |
+5.0% |
0 |
5 |
15 |
30
|
|
Global trade power |
+5.0% |
0 |
3 |
9 |
18
|
|
Provincial trade power modifier |
+5.0% |
0 |
3 |
9 |
18
|
|
Trade steering |
+5.0% |
0 |
3 |
9 |
18
|
|
Global tariffs |
+5.0% |
0 |
5 |
15 |
30
|
|
Diplomatic reputation |
+1 |
5 |
30 |
|
|
|
Diplomatic relations |
+1 |
5 |
30 |
|
|
|
Merchants |
+1 |
30 |
140 |
|
|
|
Migration Cost |
-10.0% |
0 |
3 |
9 |
18
|
|
Colonists |
+1 |
30 |
140 |
|
|
|
Diplomats |
+1 |
30 |
140 |
|
|
|
Naval maintenance modifier |
−5.0% |
0 |
5 |
15 |
30
|
|
Naval force limit modifier |
+7.5% |
0 |
5 |
15 |
30
|
|
Ship durability |
+5.0% |
0 |
5 |
15 |
30
|
|
Monthly war exhaustion |
−0.05 |
5 |
30 |
|
|
|
Cost of reducing war exhaustion |
−5.0% |
0 |
3 |
9 |
18
|
|
Yearly navy tradition |
+0.50 |
0 |
15 |
|
|
|
Yearly navy tradition decay |
−0.5% |
0 |
15 |
|
|
|
Naval leader fire |
+1 |
15 |
50 |
|
|
|
Naval leader shock |
+1 |
15 |
50 |
|
|
|
Naval leader maneuver |
+1 |
15 |
50 |
|
|
|
Spy network construction |
+10.0% |
0 |
3 |
9 |
18
|
|
Foreign spy detection |
+10.0% |
0 |
3 |
9 |
18
|
|
Shipbuilding time |
−5.0% |
0 |
3 |
9 |
18
|
|
Blockade efficiency |
+10.0% |
0 |
3 |
9 |
18
|
|
Embargo efficiency |
+10.0% |
0 |
3 |
9 |
18
|
|
Prestige from naval battles |
+25.0% |
0 |
3 |
9 |
18
|
|
Colonial range |
+10.0% |
0 |
3 |
9 |
18
|
|
Global settler increase |
+5 |
0 |
5 |
15 |
30
|
|
Aggressive expansion impact |
−5.0% |
0 |
5 |
15 |
30
|
|
Privateer efficiency |
+7.5% |
0 |
3 |
9 |
18
|
|
Diplomatic annexation cost |
−5.0% |
0 |
5 |
15 |
30
|
|
Heavy ship cost |
−5.0% |
0 |
5 |
15 |
30
|
|
Light ship cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Galley cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Transport cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Heavy ship combat ability |
+5.0% |
0 |
5 |
15 |
30
|
|
Light ship combat ability |
+5.0% |
0 |
3 |
9 |
18
|
|
Galley combat ability |
+5.0% |
0 |
3 |
9 |
18
|
|
Diplomatic free policies |
+1 |
30 |
|
|
|
|
Diplomatic possible policies |
+1 |
30 |
|
|
|
|
Transport combat ability |
+10% |
0 |
1 |
3 |
6
|
|
Ship disengagement chance |
+5% |
0 |
5 |
15 |
30
|
|
Yearly karma decay |
+0.05[1] |
0 |
3 |
9 |
18
|
|
National sailors modifier |
+10.0% |
0 |
5 |
15 |
30
|
|
Sailor recovery speed |
+5% |
0 |
5 |
15 |
30
|
 |
May raid coasts |
Yes |
20 |
|
|
|
|
Warscore cost vs other religions |
−12.5% |
5 |
15 |
|
|
|
War taxes cost |
−50% |
10 |
20 |
|
|
|
Monarch diplomatic skill |
+1 |
45 |
|
|
|
|
Liberty desire from subject development |
−10% |
0 |
3 |
9 |
18
|
|
Liberty desire in same continent subjects |
−10% |
0 |
10 |
|
|
|
Naval tradition from battles |
+50.0% |
0 |
5 |
|
|
|
Chance to capture enemy ships |
+10.0% |
0 |
3 |
9 |
18
|
|
Morale hit when losing a ship |
−10.0% |
0 |
3 |
9 |
18
|
|
Global naval engagement |
+5.0% |
0 |
3 |
9 |
18
|
|
Ship trade power |
+10.0% |
0 |
3 |
9 |
18
|
|
Native assimilation |
+15.0% |
0 |
3 |
9 |
18
|
|
Native uprising chance |
−25.0% |
0 |
3 |
9 |
18
|
|
Liberty desire in subjects |
−5.0% |
0 |
3 |
9 |
18
|
|
Envoy travel time |
−10.0% |
0 |
3 |
9 |
18
|
|
Province warscore cost |
−12.5% |
15 |
25 |
|
|
|
Diplomatic technology cost |
−5.0% |
0 |
20 |
|
|
|
Yearly papal influence |
+1 |
0 |
20 |
|
|
|
Trade range |
+20.0% |
0 |
3 |
9 |
18
|
|
Automatically discover adjacent when a colony is built |
Yes |
0 |
|
|
|
|
Unjustified demands |
−10.0% |
0 |
3 |
9 |
18
|
|
Rebel support efficiency |
+20.0% |
0 |
3 |
9 |
18
|
|
Merchant trade power |
+5 |
0 |
10 |
|
|
|
Domestic trade power |
+5.0% |
0 |
3 |
9 |
18
|
|
Recover navy morale speed |
+5.0% |
0 |
3 |
9 |
18
|
|
Trade power abroad |
+5.0% |
0 |
3 |
9 |
18
|
|
Improve relations |
+5.0% |
0 |
3 |
9 |
18
|
|
Possible condottieri |
+25.0% |
0 |
3 |
9 |
18
|
|
Naval attrition |
−10.0% |
0 |
3 |
9 |
18
|
|
Power projection from insults |
+100% |
10 |
|
|
|
|
Can fabricate claim overseas in colonial regions |
Yes |
35 |
|
|
|
|
Cost to justify trade conflict |
−17.5% |
0 |
3 |
9 |
18
|
|
Cost to fabricate claims |
−17.5% |
0 |
3 |
9 |
18
|
|
Sailor maintenance |
-10% |
0 |
3 |
9 |
18
|
|
Naval combat bonus off owned coast |
+1.00 |
10 |
40 |
|
|
 |
May establish Siberian frontiers |
Yes |
200 |
|
|
|
|
Burghers loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
|
Vaishyas loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
  |
Marines force limit |
+25% |
0 |
5 |
|
|
 |
Cost to promote mercantilism |
−5% |
0 |
5 |
15 |
30
|
 |
Trade company investment cost |
−15% |
0 |
20 |
|
|
|
Admiral cost |
−25% |
15 |
30 |
|
|
 |
Naval barrage cost |
−15% |
0 |
5 |
15 |
30
|
|
Vassalization acceptance |
+15 |
0 |
5 |
|
|
|
Transfer trade acceptance |
+25 |
0 |
5 |
|
|
|
Monthly diplomatic power |
+1 |
60 |
|
|
|
|
Covert action relation impact |
−25% |
0 |
3 |
9 |
18
|
 |
Center of trade upgrade cost |
−10% |
0 |
5 |
15 |
30
|
  |
May raid coasts, including coasts of countries with same religion |
Yes |
40 |
|
|
|
|
Ship tradepower propagation |
+10% |
0 |
3 |
9 |
18
|
 |
Expel minorities cost |
−10% |
0 |
3 |
9 |
18
|
|
Settler chance |
+5% |
0 |
3 |
9 |
18
|
 |
Expel minorities cost |
−10% |
0 |
3 |
9 |
18
|
|
Appoint cardinal cost |
−25% |
10 |
20 |
|
|
|
Cost of enforcing religion through war |
−25% |
0 |
5 |
15 |
30
|
|
Promote culture cost |
−10% |
0 |
3 |
9 |
18
|
|
Change rival cost |
−25% |
0 |
3 |
9 |
18
|
|
Global ship repair |
+10% |
0 |
3 |
9 |
18
|
|
Ship costs |
−5.0% |
0 |
3 |
9 |
18
|
|
Lowered impact on stability from diplomatic actions |
Yes |
35 |
|
|
|
|
Allows recruitment of explorers & conquistadors. |
Yes |
40 |
|
|
|
|
Monthly favor growth modifier |
+5% |
0 |
3 |
9 |
18
|
|
Fleet movement speed |
+1 |
0 |
3 |
9 |
18
|
DLC |
Bonus |
Per level |
1 |
2 |
3 |
4 |
← Cost
|
|
Morale of armies |
+5.0% |
0 |
5 |
15 |
30
|
|
Discipline |
+2.5% |
0 |
5 |
15 |
30
|
|
Land maintenance modifier |
−5.0% |
0 |
5 |
15 |
30
|
|
Mercenary maintenance |
−10.0% |
0 |
3 |
9 |
18
|
|
Mercenary manpower |
+12.5% |
0 |
3 |
9 |
18
|
|
Land force limit modifier |
+7.5% |
0 |
5 |
15 |
30
|
|
National manpower modifier |
+7.5% |
0 |
5 |
15 |
30
|
|
Manpower recovery speed |
+5.0% |
0 |
5 |
15 |
30
|
|
Reinforce speed |
+7.5% |
0 |
5 |
15 |
30
|
|
Attrition for enemies |
+0.50 |
0 |
5 |
15 |
30
|
|
Yearly army tradition |
+0.50 |
0 |
15 |
|
|
|
Yearly army tradition decay |
−0.5% |
0 |
15 |
|
|
|
Land leader fire |
+1 |
30 |
140 |
|
|
|
Land leader shock |
+1 |
30 |
140 |
|
|
|
Leader land maneuver |
+1 |
15 |
50 |
|
|
|
Leader siege |
+1 |
30 |
140 |
|
|
|
Recruitment time |
−5.0% |
0 |
3 |
9 |
18
|
|
Prestige from land battles |
+25.0% |
0 |
3 |
9 |
18
|
|
Fort defense |
+5.0% |
0 |
3 |
9 |
18
|
|
Siege ability |
+5.0% |
0 |
5 |
15 |
30
|
|
Vassal force limit contribution |
+50.0% |
0 |
5 |
15 |
30
|
|
Infantry combat ability |
+5.0% |
0 |
5 |
15 |
30
|
|
Cavalry combat ability |
+5.0% |
0 |
3 |
9 |
18
|
|
Artillery combat ability |
+5.0% |
0 |
5 |
15 |
30
|
|
Infantry cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Cavalry cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Artillery cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Fort maintenance |
−5.0% |
0 |
3 |
9 |
18
|
|
Military free policies |
+1 |
30 |
|
|
|
|
Military possible policies |
+1 |
30 |
|
|
|
|
May recruit female generals |
Yes |
0 |
|
|
|
|
Mercenary discipline |
+2.5% |
0 |
5 |
15 |
30
|
|
Fort maintenance on border with rival |
−10.0% |
0 |
3 |
9 |
18
|
|
Blockade impact on siege |
+1 |
5 |
|
|
|
|
Cavalry to infantry ratio |
+15.0% |
0 |
3 |
9 |
18
|
|
Artillery bonus vs fort |
+1 |
3 |
10 |
|
|
|
Monarch military skill |
+1 |
45 |
|
|
|
|
Artillery damage from back row |
+5.0% |
0 |
5 |
15 |
30
|
|
Harsh treatment cost |
−10.0% |
0 |
3 |
9 |
18
|
|
Fire damage received |
−5.0% |
0 |
5 |
15 |
30
|
|
Shock damage received |
-5.0% |
0 |
5 |
15 |
30
|
|
Cavalry flanking ability |
+25.0% |
0 |
10 |
|
|
|
Shock damage |
+5.0% |
0 |
5 |
15 |
30
|
|
Land fire damage |
+5.0% |
0 |
5 |
15 |
30
|
|
Movement speed |
+5.0% |
0 |
3 |
9 |
18
|
|
Army tradition from battles |
+50.0% |
0 |
5 |
|
|
|
Militarization of state |
+0.05 |
0 |
5 |
15 |
30
|
|
Reinforce cost |
−5.0% |
0 |
3 |
9 |
18
|
|
Looting speed |
+10.0% |
0 |
3 |
9 |
18
|
|
Garrison size |
+10.0% |
0 |
3 |
9 |
18
|
|
Land attrition |
-10.0% |
0 |
3 |
9 |
18
|
|
Military technology cost |
−5.0% |
0 |
20 |
|
|
|
Leader(s) without upkeep |
+1 |
0 |
10 |
|
|
|
Regiment costs |
−5.0% |
0 |
3 |
9 |
18
|
|
Mercenary cost |
−2.5% |
0 |
3 |
9 |
18
|
|
Recover army morale speed |
+5.0% |
0 |
3 |
9 |
18
|
|
Artillery fire |
+1 |
25 |
|
|
|
 |
Possible Manchu banners |
+12.5% |
0 |
3 |
9 |
18
|
|
National garrison growth |
+17.5% |
0 |
3 |
9 |
18
|
|
Available loot |
+15% |
0 |
3 |
9 |
18
|
|
special unit force limit |
+15% |
0 |
3 |
9 |
18
|
|
Nobility loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
|
Marathas loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
|
Rajputs loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
|
Cossacks loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
|
Tribes loyalty equilibrium |
+5% |
0 |
3 |
9 |
18
|
 |
Yearly army professionalism |
+0.5% |
10 |
20 |
30 |
40
|
 |
Army drill gain modifier |
+12.5% |
0 |
5 |
15 |
30
|
 |
Regiment drill loss |
−12.5% |
0 |
5 |
15 |
30
|
|
Infantry fire |
+1 |
25 |
|
|
|
|
Infantry shock |
+1 |
25 |
|
|
|
|
Cavalry fire |
+1 |
25 |
|
|
|
|
Cavalry shock |
+1 |
25 |
|
|
|
|
Artillery shock |
+1 |
15 |
25 |
|
|
|
Reduced morale damage taken by reserves |
+15% |
0 |
3 |
9 |
18
|
|
National supply limit modifier |
+10% |
0 |
3 |
9 |
18
|
|
General Recruitment Cost |
−25% |
15 |
30 |
|
|
|
Razing power gain |
+10% |
0 |
5 |
15 |
30
|
|
Manpower in true faith provinces |
+10% |
0 |
5 |
15 |
30
|
|
Monthly military power |
+1 |
60 |
|
|
|
|
Triple manpower increase in religious wars |
Yes |
50 |
|
|
|
 |
Possible cawa |
+15% |
0 |
3 |
9 |
18
|
|
Rebel suppression efficiency |
+25% |
0 |
3 |
9 |
18
|
Liberty desire from subject development −0.10% reduces the liberty desire from development value by 10% (up to 40%). Two examples for a level 3 (−0.30%) idea:
- Colony with 200 development: 200 × 0.10 * (1 − 0.30) = 14 liberty desire from development (20 without)
- Vassal with 200 development: 200 × 0.25 * (1 − 0.30) = 35 liberty desire from development (50 without)
Cavalry to infantry ratio +15.0% is added to the country's current ability, meaning at level 4 a Western nation gets a 50% + 60% = 110% cavalry to infantry ratio and can field cavalry-only armies without penalties.
- Main article: Personalities#Ruler personalities
There are plenty of traits that can be chosen for a nation's ruler, heir, and consort. They are very important as they can influence events or how nations will see you.
The ruler may have up to 3 customized personality traits. Since the first trait is gained at age 15 and a custom nation's ruler must be at least 20, the first one is guaranteed. The ruler must be 25 (having ruled for 10 years) to gain the second trait. The ruler must be 40 (having ruled for 25 years) to gain the third trait.
The heir may only have 1 customized personality trait, as they have not ruled for 10 or 25 years. However, if the heir is younger than 15, they will have no traits.
Similarly, the consort will always have exactly 1 customized trait, as they are required to be over 15, but have not ruled yet. Additionally, a consort's total point cost is multiplied by a factor of 0.25, including personality traits.
The name, adjective, color, and flag of the nation can be customized at no point cost. There are many different options to choose from for you to style your nation in a way that serves your image, and future powerhouse its rightful place in the world. You can do whatever you might want, and your only restriction is the given flag colors, yet even that isn't so much as a restriction as there are several mods that can add to these options.
- When playing at a later start date, custom nations do not start with any idea groups.
- Player-controlled custom nations may take decisions that form nations if they meet the conditions. However, their national ideas do not change even if the decision would normally cause this to happen.
- There is a maximum of 75 custom nations.
- In the options it's possible to set the custom nation's difficulty. Depending on the difficulty selected the number of points available changes between 50 (very hard) and 800 (very easy).
- Main article: Achievements
The following achievements require playing as a custom nation. Most other achievements can't be earned with custom nations enabled; those that can mostly require no more than 201 points spent.
Around the World in 80 Years
Starting as a Custom Nation of up to 400 points in the British Region, own New York, San Francisco, Suez, Bombay, Calcutta, Hong Kong and Yokohama by 1524.11.11.
First Come, First Serve
Starting as a Western technology custom nation in North America or South America with no more than 200 points, unite the two continents.
For Odin!
Starting as a Norse custom nation with no more than 200 points and a maximum of 5 provinces, own & core Scandinavia and the British Isles and convert it all to Norse.
Humble Origins
Starting as a custom nation with no more than 50 points, have at least 2000 total development.
Ideas Guy
Starting as a custom nation with the full 800 points but no more than 3 total development, have a monthly income of at least 500 ducats.
Rekindling the Flames
Starting as a Zoroastrian custom nation with no more than 200 points and a maximum of 5 provinces, rekindle the royal fires (aka take the decision).
- ↑ Displays as 0.00 but it is positive.