Nation designer

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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.

Territory[edit]

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.

Cost[edit]

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

Government[edit]

Ruler[edit]

The ruler and heir may be customized. With Rights of Man.png 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.

  • 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.png Rights of Man)
  • Skills
  • Personalities (see below)
Ruler Cost[edit]

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.

Heir Cost[edit]

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.

Consort Cost[edit]


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.

Government[edit]

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 governments[edit]

Name Type Cost Other requirements
Despotic Monarchy Government monarchy.png 0 points
Feudal Monarchy Government monarchy.png 0 points
Merchant Republic Government republic.png 40 points
Oligarchic Republic Government republic.png 0 points
Noble Republic Government republic.png 10 points
Theocracy Government theocracy.png 0 points
Steppe Horde Nomad technology group 0 points Nomad technology group Nomad tech group
Tribal Despotism Government tribal.png 0 points
Tribal Kingdom Government tribal.png 0 points
Tribal Federation Government tribal.png 0 points
Tribal Democracy Government tribal.png 0 points
Native Council Government tribal.png 0 points Must be North American technology group North American tech, capital must be in one of the following region: Northern America, Northeastern America, Thirteen colonies, Eastern America, Western America, Northwestern America, Great Plains, Mississippi region
Elective Monarchy Government monarchy.png 10 points requires Res Publica.png Res Publica DLC
Ambrosian Republic Government republic.png 10 points
Dutch Republic Government republic.png 40 points requires Res Publica.png Res Publica DLC
Iqta Government monarchy.png 10 points Must be Sunni Islam Sunni, Shiite Islam Shia, or Ibadi Islam Ibadi
Daimyo Government monarchy.png 0 points Must be Chinese technology group Chinese tech, Japanese culture, and capital must be in the Japanese region
Shogunate Government monarchy.png 50 points Must be Chinese technology groupChinese tech, Japanese culture, and capital must be in the Japanese region
Ottoman Government Government monarchy.png 20 points Must be Muslim technology group Muslim religion group
Prussian Government Government monarchy.png 100 points

Technology group[edit]

Any technology group may be chosen, and will determine the nation's starting institutions and technology level (1-3). Every technology group costs 0 nation designer points if within the old world, however all non-native tech groups cost 75 nation designer points within the new world. Note: 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.

Continent Baseline Technology Cost Modifier
Europe Western +0%
Africa Muslim +0%
Asia Muslim +0%
North America Mesoamerican +0%
South America South American +0%
Oceania South American +0%

Other[edit]

  • 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. All provinces will be of the national religion at game start. There is no cost.
  • Map Graphics: Affects unit models and building icons and may be selected independent of technology group. This is purely cosmetic.

Ideas[edit]

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 (Administrative power.png, Diplomatic power.png, Military power.png), 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

Administrative[edit]

DLC Bonus Per level 1 2 3 4 ← Cost
National tax modifier.png National Tax Modifier +5.0% 0 3 9 18
Production efficiency.png Production Efficiency +5.0% 0 3 9 18
National unrest.png National Unrest −0.50 0 3 9 18
Stability cost modifier.png Stability Cost Modifier −5.0% 0 3 9 18
Missionaries.png Missionaries +1 15 50
Inflation reduction.png Yearly Inflation Reduction −0.05 0 5 15 30
Reduce inflation cost.png Reduce Inflation Cost −5.0% 0 3 9 18
Interest per annum.png Interest per annum −0.50 5 30
Construction cost.png Construction Cost −5.0% 0 5 15 30
Development cost.png Development Cost −10.0% 5 30
Missionary strength.png Missionary Strength +0.5% 0 5 15 30
Prestige.png Yearly Prestige +0.50 0 5 15 30
Prestige decay.png Prestige Decay −0.5% 0 5 15 30
Legitimacy.png Yearly Legitimacy +0.50 0 15
Horde unity Yearly Horde Unity +0.50 0 15
Devotion.png Yearly Devotion +0.50 0 15
Republican tradition.png Yearly Republican Tradition 0.15 20 60
Technology cost.png Technology Cost −5.0% 5 30
Idea cost.png Idea Cost −5.0% 3 18
Advisor cost.png Advisor Costs −5.0% 0 3 9 18
Possible advisors.png Possible Advisors +1 5 30
Tolerance own.png Tolerance of the True Faith +1 3 18
Tolerance heretic.png Tolerance of Heretics +1 3 18
Tolerance heathen.png Tolerance of Heathens +1 3 18
Chance of new heir.png Chance of new heir +25.0% 0 3 9 18
Hostile core-creation cost on us.png Hostile Core-Creation Cost on us +15.0% 0 5 15 30
Core-creation cost.png Core-Creation Cost −5.0% 0 5 15 30
Income from vassals.png Income from Vassals +5.0% 0 3 9 18
Religious unity.png Religious Unity +5.0% 0 3 9 18
Autonomy change cooldown.png Autonomy Change Cooldown −10.0% 0 3 9 18
Imperial authority growth modifier.png Imperial authority growth modifier +10.0% 5 30
Administrative free policies.png Administrative free policies +1 30
Administrative possible policies.png Administrative possible policies +1 30
Years of separatism.png Years of Separatism −5 5 30
Female advisor chance.png Female Advisor Chance +10% 0 (max level 10)
Yearly harmony increase.png Yearly Harmony Increase +0.25 0 5
Yearly harmony increase.png Religious Harmonization Speed +10.0% 0 10
Meritocracy.png Yearly Meritocracy +0.50 0 15
Monarch administrative skill Monarch Administrative Skill +1 60
Maximum absolutism Maximum Absolutism +5 0 5 15 30
Absolutism.png Yearly Absolutism +0.50 15 60
Administrative efficiency.png Administrative Efficiency +5.0% 15 60
Institution spread.png Institution spread +10.0% 0 3 9 18
Institution spread.png Institution spread in true faith provinces +10.0% 0 3 9 18
Embracement cost.png Institution Embracement Cost −10.0% 0 3 9 18
Governing capacity modifier.png Governing Capacity Modifier +10% 0 5 15 30
Church power.png Church Power +10.0% 0 3 9 18
Yearly corruption Yearly Corruption −0.05 0 3 9 18
Caravan power.png Caravan Power +10.0% 0 3 9 18
Monthly fervor increase.png Monthly Fervor +1 0 3 9 18
Goods produced modifier.png Goods Produced Modifier +5.0% 0 5 15 30
Administrative technology cost Administrative Technology Cost −5.0% 0 20
Construction time.png Construction Time −10.0% 0 3 9 18
State maintenance.png State Maintenance −10.0% 0 3 9 18
Autonomy.png Monthly Autonomy Change −0.05 5 30
Monthly piety Monthly piety −0.1% 9 18
Monthly piety Monthly piety +0.1% 9 18
Reform progress growth.png Reform progress growth +7.5% 0 3 9 18
Negative religious Tolerance no longer gives any penalties. Heretic and Heathen provinces do not give us any penalty to religious unity. Heretic and Heathen provinces do not give any penalties. Yes 60
Cost of advisors with ruler's culture Cost of advisors with ruler's culture −5.0% 0 1 6 9
Emperor Maximum revolutionary zeal Maximum revolutionary zeal +5 0 5 15 30
Average monarch lifespan.png Average monarch lifespan +10% 0 3 9 18
Third Rome.png Yearly patriarch authority Yearly patriarch authority +0.5% 0 3 9 18
Clergy loyalty equilibrium.png Clergy loyalty equilibrium +5% 0 3 9 18
Dhimmi loyalty equilibrium.png Dhimmi loyalty equilibrium +5% 0 3 9 18
Jains loyalty equilibrium.png Jains loyalty equilibrium +5% 0 3 9 18

Diplomatic[edit]

DLC Bonus Per level 1 2 3 4 ← Cost
Max promoted cultures.png Max Promoted Cultures +1 0 5 15 30
Culture conversion cost.png Culture Conversion Cost −5.0% 0 3 9 18
Morale of navies.png Morale of Navies +5.0% 0 5 15 30
Trade efficiency.png Trade Efficiency +5.0% 0 5 15 30
Trade power.png Global Trade Power +5.0% 0 3 9 18
Provincial trade power modifier.png Provincial Trade Power Modifier +5.0% 0 3 9 18
Trade steering.png Trade Steering +5.0% 0 3 9 18
Global tariffs.png Global Tariffs +5.0% 0 5 15 30
Diplomatic reputation.png Diplomatic Reputation +1 5 30
Diplomatic relations.png Diplomatic Relations +1 5 30
Merchants.png Merchants +1 30 140
Colonists.png Colonists +1 30 140
Diplomat.png Diplomats +1 30 140
Naval maintenance modifier.png Naval Maintenance Modifier −5.0% 0 5 15 30
Naval forcelimit.png Naval Force Limit Modifier +7.5% 0 5 15 30
Ship durability Ship Durability +5.0% 0 5 15 30
Icon war exhaustion.png Monthly War Exhaustion −0.05 5 30
Cost of reducing war exhaustion.png Cost of Reducing War Exhaustion −5.0% 0 3 9 18
Navy tradition.png Yearly Navy Tradition +0.50 0 15
Navy tradition decay.png Yearly Navy Tradition Decay −0.5% 0 15
Naval leader fire.png Naval Leader Fire +1 15 50
Naval leader shock.png Naval Leader Shock +1 15 50
Naval leader maneuver.png Naval Leader Maneuver +1 15 50
Spy network construction.png Spy Network Construction +10.0% 0 3 9 18
Foreign spy detection.png Foreign Spy Detection +10.0% 0 3 9 18
Shipbuilding time.png Shipbuilding Time −5.0% 0 3 9 18
Blockade efficiency.png Blockade Efficiency +10.0% 0 3 9 18
Embargo efficiency.png Embargo Efficiency +10.0% 0 3 9 18
Prestige from naval battles.png Prestige from Naval Battles +25.0% 0 3 9 18
Colonial range.png Colonial Range +10.0% 0 3 9 18
Global settler increase.png Global Settler Increase +5 0 5 15 30
Aggressive expansion impact.png Aggressive Expansion Impact −5.0% 0 5 15 30
Privateer efficiency.png Privateer Efficiency +7.5% 0 3 9 18
Diplomatic annexation cost Diplomatic Annexation Cost −5.0% 0 5 15 30
Heavy ship cost Heavy Ship Cost −5.0% 0 5 15 30
Light ship cost.png Light Ship Cost −5.0% 0 3 9 18
Galley cost.png Galley Cost −5.0% 0 3 9 18
Transport cost.png Transport Cost −5.0% 0 3 9 18
Heavy ship combat ability.png Heavy Ship Combat Ability +5.0% 0 5 15 30
Light ship combat ability.png Light Ship Combat Ability +5.0% 0 3 9 18
Galley combat ability.png Galley Combat Ability +5.0% 0 3 9 18
Diplomatic free policies.png Diplomatic free policies +1 30
Diplomatic possible policies.png Diplomatic possible policies +1 30
National sailors modifier.png National Sailors Modifier +10.0% 0 5 15 30
Sailor recovery speed.png Sailor Recovery Speed +5% 0 5 15 30
Mare Nostrum.png May raid coasts May Raid Coasts Yes 20
Province war score cost.png Warscore Cost vs Other Religions −12.5% 5 15
War taxes cost War Taxes Cost −50% 10 20
Monarch diplomatic skill Monarch Diplomatic Skill +1 60
Liberty desire from subjects development Liberty desire from subject development −10% 0 3 9 18
Liberty desire in same continent subjects Liberty desire in same continent subjects −10% 0 10
Naval tradition from battles Naval Tradition From Battles +50.0% 0 5
Chance to capture enemy ships.png Chance to Capture Enemy Ships +10.0% 0 3 9 18
Morale hit when losing a ship.png Morale Hit When Losing a Ship −10.0% 0 3 9 18
Global naval engagement.png Global Naval Engagement +5.0% 0 3 9 18
Ship trade power.png Ship Trade Power +10.0% 0 3 9 18
Native assimilation.png Native Assimilation +15.0% 0 3 9 18
Native uprising chance.png Native Uprising Chance −25.0% 0 3 9 18
Liberty desire in subjects Liberty Desire in Subjects −5.0% 0 3 9 18
Migration cooldown.png Migration Cooldown −10.0% 0 3 9 18
Envoy travel time.png Envoy Travel Time −10.0% 0 3 9 18
Province war score cost.png Province Warscore Cost −10.0% 0 20
Diplomatic technology cost Diplomatic Technology Cost −5.0% 0 20
Papal influence.png Yearly Papal Influence +1 0 20
Trade range.png Trade Range +20.0% 0 3 9 18
Auto explore adjacent to colony.png Automatically Discover Adjacent When a Colony is Built Yes 0
Unjustified demands.png Unjustified Demands −10.0% 0 3 9 18
Rebel support efficiency.png Rebel Support Efficiency +20.0% 0 3 9 18
Merchant trade power.png Merchant Trade Power +5 0 10
Trade power.png Domestic Trade Power +5.0% 0 3 9 18
Recover navy morale speed.png Recover Navy Morale Speed +5.0% 0 3 9 18
Trade power abroad.png Trade Power Abroad +5.0% 0 3 9 18
Improve relations.png Improve Relations +5.0% 0 3 9 18
Possible condottieri Possible condottieri +25.0% 0 3 9 18
Naval attrition.png Naval Attrition −10.0% 0 3 9 18
Power projection from insults.png Power projection from insults +100% 25
Cb on primitives.png Can fabricate claim overseas in colonial regions. Yes 50
Justify trade conflict cost.png Cost to justify trade conflict −17.5% 0 3 9 18
Cost to fabricate claims.png Cost to fabricate claims −17.5% 0 9 18 30
Sailor maintenance.png Sailor maintenance 0.50 5 10 20 40
Naval combat bonus off owned coast Naval combat bonus off owned coast −10% 0 3 9 18
Third Rome.png May establish siberian frontiers.png May Establish Siberian Frontiers Yes 200
Burghers loyalty equilibrium.png Burghers loyalty equilibrium +5% 0 3 9 18
Vaishyas loyalty equilibrium.png Vaishyas loyalty equilibrium +5% 0 3 9 18
Rule Britannia.pngGolden Century.png Marines force limit.png Marines Force Limit +5% 0 5
Mare Nostrum.png Cost to promote mercantilism Cost to promote mercantilism −5% 0 5 15 30

Military[edit]

DLC Bonus Per level 1 2 3 4 ← Cost
Morale of armies.png Morale of Armies +5.0% 0 5 15 30
Discipline.png Discipline +2.5% 0 5 15 30
Land maintenance modifier.png Land Maintenance Modifier −5.0% 0 5 15 30
Mercenary maintenance.png Mercenary Maintenance −10.0% 0 3 9 18
Mercenary manpower.png Mercenary Manpower +12.5% 0 3 9 18
Land forcelimit.png Land Force Limit Modifier +7.5% 0 5 15 30
National manpower modifier.png National Manpower Modifier +7.5% 0 5 15 30
Manpower recovery speed.png Manpower Recovery Speed +5.0% 0 5 15 30
Reinforce speed.png Reinforce Speed +7.5% 0 5 15 30
Attrition for enemies.png Attrition for Enemies +0.50 0 5 15 30
Army tradition.png Yearly Army Tradition +0.50 0 15
Army tradition decay.png Yearly Army Tradition Decay −0.5% 0 15
Land leader fire.png Land Leader Fire +1 30 140
Land leader shock.png Land Leader Shock +1 30 140
Land leader maneuver.png Leader Land Maneuver +1 15 50
Leader siege.png Leader Siege +1 30 140
Recruitment time.png Recruitment Time −5.0% 0 3 9 18
Prestige from land battles.png Prestige from Land battles +25.0% 0 3 9 18
Fort defense.png Fort Defense +5.0% 0 3 9 18
Siege ability.png Siege Ability +5.0% 0 5 15 30
Vassal forcelimit bonus.png Vassal Force Limit Contribution +50.0% 0 5 15 30
Infantry combat ability.png Infantry Combat Ability +5.0% 0 5 15 30
Cavalry combat ability.png Cavalry Combat Ability +5.0% 0 3 9 18
Artillery combat ability.png Artillery Combat Ability +5.0% 0 5 15 30
Infantry cost.png Infantry Cost −5.0% 0 3 9 18
Cavalry cost.png Cavalry Cost −5.0% 0 3 9 18
Artillery cost.png Artillery Cost −5.0% 0 3 9 18
Fort maintenance.png Fort Maintenance −5.0% 0 3 9 18
Military free policies.png Military free policies +1 30
Military possible policies.png Military possible policies +1 30
May recruit female generals.png May Recruit Female Generals Yes 5
Mercenary discipline.png Mercenary Discipline +2.5% 0 5 15 30
Fort maintenance on border with rival Fort Maintenance on Border with Rival −10.0% 0 3 9 18
Blockade impact on siege Blockade Impact on Siege +1 5
Cavalry to infantry ratio.png Cavalry to Infantry Ratio +15.0% 0 3 9 18
Artillery bonus vs fort.png Artillery Bonus vs Fort +1 3 10
Monarch military skill Monarch Military Skill +1 60
Artillery damage from back row.png Artillery Damage from Back Row +5.0% 0 5 15 30
Harsh treatment cost.png Harsh Treatment Cost −10.0% 0 3 9 18
Fire damage received.png Fire Damage Received −5.0% 0 5 15 30
Shock damage received.png Shock Damage Received -5.0% 0 5 15 30
Cavalry flanking ability.png Cavalry Flanking Ability +25.0% 0 10
Shock damage.png Shock Damage +5.0% 0 5 15 30
Land fire damage.png Land Fire Damage +5.0% 0 5 15 30
Movement speed.png Movement Speed +5.0% 0 3 9 18
Army tradition from battles Army Tradition from Battles +50.0% 0 5
Militarization of state.png Militarization of State +0.05 0 5 15 30
Reinforce cost.png Reinforce Cost −5.0% 0 3 9 18
Looting speed.png Looting Speed +10.0% 0 3 9 18
Garrison size.png Garrison Size +10.0% 0 3 9 18
Land attrition.png Land Attrition -10.0% 0 3 9 18
Military technology cost Military Technology Cost −5.0% 0 20
Leader(s) without upkeep.png Leader(s) Without Upkeep +1 0 10
Regiment cost.png Regiment Costs −5.0% 0 3 9 18
Mercenary cost.png Mercenary Cost −2.5% 0 3 9 18
Recover army morale speed.png Recover Army Morale Speed +5.0% 0 3 9 18
Artillery fire Artillery fire +1 25
Possible Manchu banners.png Possible manchu banners +12.5% 0 3 9 18
National garrison growth.png National garrison growth +17.5% 0 3 9 18
Available loot.png Available loot +15% 0 3 9 18
Nobility loyalty equilibrium.png Nobility loyalty equilibrium +5% 0 3 9 18
Marathas loyalty equilibrium.png Marathas loyalty equilibrium +5% 0 3 9 18
Rajputs loyalty equilibrium.png Rajputs loyalty equilibrium +5% 0 3 9 18
Cossacks loyalty equilibrium.png Cossacks loyalty equilibrium +5% 0 3 9 18
Tribes loyalty equilibrium.png Tribes loyalty equilibrium +5% 0 3 9 18

Notes[edit]

Liberty desire from subjects development 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:

Example(1) Colony with 200 development: 200 * 0.10 * (1 - 0.30) = 14 liberty desire from development (20 without)

Example(2) Vassal with 200 development: 200 * 0.25 * (1 - 0.30) = 35 liberty desire from development (50 without)

Cavalry to infantry ratio.png Cavalry to Infantry Ratio +15.0%

This percentage is added to your 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.

Mercenary manpower.png Available Mercenaries +12.5%

Also increases possible Condottieri. Calculation: 20 * (1 + Possible Condottieri) * (1 + Available Mercenaries)

Example for level 3 Possible Condottieri and level 2 Available Mercenaries:

20 * (1 + 0.75) * (1 + 0.25) = 43.75 - which is rounded down to 43 Condottieri

Personalities[edit]

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.

Appearance[edit]

The name, adjective, color, and flag of the nation can be customized at no point cost.

Miscellaneous[edit]

  • 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).

Achievements[edit]

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 icon
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 icon
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! icon
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 icon
Humble Origins
Starting as a custom nation with no more than 50 points, have at least 2000 total development.
Ideas Guy icon
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 icon
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).
Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology