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At least some were last verified for version 1.30.
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Please help with verifying or updating this infobox. It was last verified for version 1.33.
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Traditions:
- +50% Chance of new heir
- +15% Privateer efficiency
Chiefs of East Frisia
- −1 National unrest
The Saxon Feud
- −1% Yearly army tradition decay
Center of Religious Thought
- +20% Religious unity
Dutch Migrants
- +1 Possible advisor
Refuge of the Mennonites
- +2 Tolerance of heretics
Autonomous Burghers
- +10% Trade efficiency
The Emden Company
- +20% Trade steering
Ambition:
- +1 Yearly navy tradition
East Frisia is an OPM located in Frisia in northern Europe. Unlike all of its neighbors, it is not a member of the Holy Roman Empire, though can join early into the game via an event chain. It shares its form of government, Peasants Republic, with
Dithmarschen, and exists from 1444 to 1744.
As a nation with Frisian culture, East Frisia can form the
Netherlands.
Form Dutch Nation
The Dutch are emerging as one of Europe's most capable naval and colonial powers. Lucrative trade opportunities, locally and overseas, have resulted in a swift evolution for the country into one of the first capitalist countries in the world.
Potential requirements
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations.
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Allow
The Netherlands do not exist
The country:
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Effects
The country:
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- AI will always take this decision unless it is
Burgundy
- AI gives "high priority" (400) to this decision
- Main article: East Frisian events
Nomadic technology group
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West African technology group
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Air Mali
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Mesoamerican technology group
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Maya
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South American technology group
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Mapuche
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