Formable countries
A formable country is one that does not exist at the beginning of the game (although it might in later historical starts) but can be formed if certain conditions are met. A reformable country is one that does start as an independent nation but if it ceases to exist, then other countries with similar culture may transform into it, adopting their flag, ideas, and identity. All the relevant formation decisions can be found in their respective country pages (unless otherwise stated).
Contents
Formable countries[edit]
All of these formation decisions require that the game is using the historical setup.
Algiers
Andalusia
Arabia
Armenia
Bharat
Bukhara
Commonwealth
Croatia
Deccan
Egypt
Germany
Golden Horde
Great Britain
Greece
Hanover
Hindustan
Holy Roman Empire
Iceland
Ilkhanate
Inca
Ireland
Italy
Japan
Jerusalem
Kurland
Malaya
Manchu
Marathas
Maya
Mongol Empire
Mughals
Nagpur
Nepal
Netherlands
Persia
Punjab
Prussia
Qing
Rajputana
Romania
Roman Empire
Rûm
Russia
Ruthenia
Sardinia-Piedmont
Scandinavia
Shan
Sokoto
Spain
Tibet
Tripoli
Tuscany
Westphalia
Yuan
Former colonial nations[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.28. |
The following nations can only be formed by former colonial nations who have achieved independence. Unlike other formable nations, these can be formed in games using the random setup. A country can only form one of these nations during a scenario. Except for Brazil, Canada, Mexico, Quebec, Texas, and the United States, these nations don't have unique ideas or events, so the formation decisions are mostly cosmetic, although they usually provide prestige and permanent claims on their respective regions.
Reformable countries[edit]
The following nations exist at the 1444 start, but can be reformed by other nations if they cease to exist:
End-game tags[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.28. |
Some countries are end game tags. These countries are not allowed to form other countries even if they otherwise meet the prerequisites.[1] Three exceptions are the last imperial reform creating the Holy Roman Empire, the
Roman Empire restoration decision, and
Yuan forming the
Mongol Empire
Effects of formation[edit]
- Most formable countries have unique national ideas. An event triggered by the formation decision gives a choice between switching ideas or keeping the existing set. Note that custom nations cannot change ideas this way.
- Formation of a new country changes "historical rival" attitudes regarding other countries. For example, if Christian
Ottomans form
Roman Empire, they will no longer be historical rivals with
Timurids. This also applies inversely; if
Burgundy form
France, they will become historical rivals with
Austria.
- Although diplomatic relations (alliances and rivalries) won't change, the attitude of other non-rival countries will temporarily become "unknown" (for a month or so). This can cause an ally to announce the newly formed country as rival, if this ally is below the rivals limit. For example, if
Morocco is allied to
Granada and has fewer than 3 rivals, and Granada forms
Andalusia, then Morocco will immediately rival Andalusia upon formation.
- Nation formation and reformation can form part of a strategy for reducing core creation cost. Permanent claims given by formation decisions give valuable bonuses such as −25%
core creation cost and casus belli over a large area. Moreover, re-forming a destroyed nation allows cores to be conquered for no administrative power or diplo-annexed for no diplomatic power.
- Forming another nation while being the
Emperor of China resets ALL reforms made as the previous nation. This is important to keep in mind if looking to form
Qing or
Yuan.
Notes[edit]
- ↑ These country decisions with
was_never_end_game_tag_trigger = yes
block these tags specifically.