Dai Viet

Primary culture
Capital province
Government
State religion
Technology group
For Dai Viet,
Annam and
Tonkin.
- +1 Attrition for enemies
- −15% Culture conversion cost
- +10% Infantry combat ability
- +1 Yearly prestige
- +20% Fort defense
- +25% National manpower modifier
- −10% Core-creation cost
- +1 Yearly legitimacy
- +0.05 Mandate growth modifier
- −5% Technology cost
- +10% Morale of armies
Dai Viet is a mid-sized country in Southeast Asia. In 1444, they border Ming,
Champa, and
Lan Xang. If they can maintain their independence from Ming they have the potential to expand greatly in the region and colonize the rich islands around them.
Contents
Vietnamese minor states[edit]
The kingdoms of Annam and
Tonkin break off from Dai Viet in later historical starts, starting from 1527.
Events[edit]
This is a list of all Dai Viet's events:[1]
Confucian Heritage
Though the clergy would not agree, some would say that we are a Confucian country first and a Mahayana Buddhist one second.
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Available only with the Mandate of Heaven DLC enabled. |
Trigger conditions
The year is before 1500. |
Mean time to happen
60 months |
We are a civilized people and revere the Masters.
Confucianism is interesting but Dai Viet is a Buddhist country.
|
Le Nghi Dan's Reforms
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
Emperor Le Nghi Dan has proposed various reforms concerning the government and the economic well-being of our kingdom. While many of these proposals make great sense, they will also be expensive and may cause unrest. What shall we do?
Trigger conditions
|
Mean time to happen
200 months |
Administrative reforms Dai Viet gains Diplomatic reforms Dai Viet gains Military reforms | |
Effects after selecting any option
If Dai Viet has not enacted one of the highest tier government reforms |
The Rivalry of the Mac and Trinh Families
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
Two great families vie for the power of regent of this nation, the Mac and the Trinh. Because of this power struggle, the nation has slid into anarchy, with armed bands supporting one side or the other roaming the countryside. We can only hope that their feuding will end soon.
Trigger conditions
The country:
The year is at least 1527. |
Mean time to happen
200 months |
Curse their interminable feuding! A random core province of Dai Viet gains The feud must stop, now! |
The Tay Son Rebellion
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
After years of corruption, mismanagement, and famine, the people of our nation have apparently had enough. They have risen up in rebellion under the leadership of the Tay Son brothers. What shall we do?
Trigger conditions
The country:
The year is at least 1700 but before 1800. |
Mean time to happen
200 months |
Crush the rebels
Negotiate a peaceful settlement A random core province of Dai Viet that is not the capital: |
Strategy[edit]
Starting position[edit]
Dai Viet revolves around two major strategies: The first, annexing neighbours while improving its military quality; and the other, colonizing and expanding into the Pacific islands while slowly doing it in the mainland. Despite starting with less development than any of the other Big Four (Itself, Lan Xang,
Khmer and
Ayutthaya), Dai Viet's unique geographical position on the edge of Indochina lets it pinch Lan Xang and Khmer between itself and the strongest power, Ayutthaya, allowing the player to succeed in taking out those two nations and dealing with Ayutthaya next.
Diplomacy[edit]
Picking rivals at this point is pretty straight forward. Champa, in the south, should always be the first objective, as it is the weakest and most isolated nation in the region. The other two most likely should be rivalling back enemies. Allying with some of the stronger powers in Burma, such as
Ava or
Pegu can be a good idea depending on what rivals
Ayutthaya picks, although it is not necessary since Dai Viet is strong enough on its own to dissuade AI attackers on traditional difficulties.
Malacca is one of the best potential allies as they can be used to block in and flank
Ayutthaya, the strongest nation in the region who you will have to eventually face.
Early Game[edit]
Dai Viet begins with two forts, but it is recommended to destroy the fort in Thanh Hoa to save money. The fort on the capital can also be destroyed, as wars will be won largely by taking out the opposing army before sieging, but having a Level 3 fort can be somewhat useful against AI.
Immediately begin fabricating claims on Champa, as they are the easiest route of expansion for Dai Viet. Declare war on Champa as soon as the claim is finished since Khmer will likely also attack Champa as soon as they can. During the war with Champa, you can use your starting navy to blockade the Level 3 fort on their capital to quicken the siege. It is also recommended to hire the cheap Free Company mercenaries, as they cost less than normal troops and do not use your manpower. Focus on stackwiping Champa's army first, as you then want to siege all of their provinces to prevent
Khmer from taking land for themselves. Use your starting transport ships to move troops past Champa's fort. Once Champa is annexed, it is recommended to simply culture convert Cham culture once it is possible, as the culture is too small to justify taking up an entire culture slot that could be better used on large cultures in Burma and Maritime Southeast Asia. Dai Viet's starting idea is very useful for this, as well as exploiting tax development from Cham provinces. Remember that adjacency is important for making culture conversion cheap.
The next target is most likely Khmer, who is usually attacked by
Ayutthaya, and
Lan Xang, who often suffers the same fate.
Early on, Dai Viet will likely obtain the event Confucian Heritage which will give the player the option to convert to Confucian or stay
Mahayana. Although it may seem sensible to become
Confucian, as most of China is as well,
Confucian is one of the worst religions in the game in a normal playthrough. This is because
Confucian and Harmonization bonuses are mediocre at best and Confucians are unable to convert the religion of provinces properly without tanking a large amount of Harmony, causing unrest in the early game, the part of the game where rebels are most dangerous. Although harmonizing religions is a way around this, not only is it very long, but you will then discover that you cannot convert the culture of provinces with a harmonized religion, essentially locking you out of doing so and ironically creating more unrest. In addition, going below 50 harmony gives horrendous negative modifiers, thus penalizing the player for attempting to use Confucian's only mechanic to quickly harmonize many religions, something Dai Viet will need to do given the variety of religions that can be found near it.
Culture and Religious Routes[edit]
Although the Southeast Asian culture group is alright, converting to Chinese or Malayan culture can be much more profitable as it gives larger cultural unions. If the primary culture is swapped to Malayan (most likely with Cham or Filipino), then all of Maritime Southeast Asia becomes extremely profitable to take, allowing the player to easily become stronger than Ming and stomp them. Converting to Chinese does not need an explanation on why it is powerful, especially with the more reliable Ming destabilization introduced in 1.29, which can allow a player to stomp Ming and force them to explode.
Religiously, Mahayana is one of the weakest religions in the game.
-5.0% Idea Cost is a very mediocre modifier, so it is really like this religion only has
+5.0% Discipline and
+2.00 Diplomatic Reputation. Therefore, swapping religions is a great idea that will strengthen your Vietnam.
Dai Viet can immediately swap to Vajrayana at the beginning of the game for the cost of
-100 Prestige and
1 Stability. This will give Vajrayana's base bonus of
+5.0% Morale of Armies, which is great, unlike
Mahayana's base
Idea Cost.
Theravada can also be swapped into, but its base modifier,
-10.0% Advisor Cost, is not that good compared to Vajrayana's
Morale of Armies, especially since every nation can already gain cheap advisors with the estate privileges. In addition, swapping to
Theravada will remove one of
Mahayana's perks which is preserved with
Vajrayana: its religious isolation, allowing you to utilize the Deus Vult Casus Belli from Religious Ideas as well as the Clergy privilege Expansionist Zealotry, which gives another
+5.0% Morale of Armies.
Another great religion to swap to is Hindu, although this will lock you out of using the Mandate CBs on
Ming.
Hindu is quite a bit stronger than Vajrayana since it has many good modifiers and versatility, especially with States General or Republic government. However,
Sunni, accessible in Borneo or the Malaya peninsula, is much stronger and by far, the best religion to access disregarding the Mandate CB.
Achievements[edit]
References[edit]
- ↑ The script code of these events can be found in /Europa Universalis IV/events/flavorDAI.txt.
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