Mexico

Primary culture
Capital province
Government
State religion
Technology group
- +0.10 Yearly inflation reduction
- +15 Global settler increase
- −10% Construction cost
- +1 Max promoted culture
- −5 Years of separatism
- −10% Idea cost
- +15% Production efficiency
- +1 Land leader shock
- +10% Morale of armies
- +15% Manpower recovery speed
- For the region, see Mexico (region).
- For the area, see Mexico (area).
Mexico is a North American country available in campaigns which start after 16 September 1810. It also can be formed.
Formation[edit | edit source]
Form Mexican Nation
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Please help with verifying or updating this infobox. It was last verified for version 1.30. |
We must leave the last of our colonial heritage behind and reform into a proper independent state. The nation of Mexico will become the protector of all of Mesoamerica!
Potential requirements
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Allow
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Effects
The country:
If the country:
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Strategy[edit | edit source]

Mexico doesn’t exist in 1444 but there is a possibility to create it in game.
Early game
There is a possibility to form Mexico by releasing a Colonial Nation. The strategy requires to play at first a bit unnaturally as one of European countries and colonize or conquer few provinces in Colonial Mexico region as fast as possible. The natural choice is Castile. It is also easy to do it as
Portugal or
Aragon, but player can also form it with other nation. Player has a choice to release a colony just after it's formation and colonize on his own or play a bit longer as Mother Country. The second option allows to use its resources to conquer new provinces, colonize new provinces, develop provinces, to put buildings and sending money. Player can also exploit Debase currency button as well as Indebted to the Burghers privilege and send all money to colony just before releasing to boost its starting position.
Colonial Mexico region is already inhabited by many Mesoamerican nations such as
Aztec,
Chichimeca,
Huastec,
Tarascan,
Tlaxcala and others which could be a challange for a young former colony. Therefore it is suggested to both colonize and conquer as fast as possible playing as Mother Country. Creating a Colonial nation on Caribbean first can be beneficial as for example it it gives
Castile few permanent claims due to mission tree and it it a perfect base for invasion.
After releasing a colony in Colonial Mexico region and fulfill conditions, it is possible to create Mexican nation. It is worth to mention that after creating Mexico, it can keep Colonial Ideas or take Mexican Ideas. At this point the main threat remains colonial powers attracted in Colonial Mexico region, especially
Castile. To secure player’s position it is good to ally its rivals like
France or
England. Mexico gains a permanent claim on every non-owned province of Colonial Mexico region, so it is first natural and easy area to expand. Provinces could be colonized or conquered, if there is already any other nation.
Further expansion
Mexico has many options for further expansion. After securing most of Colonial Mexico region Mexico should has all resources to further conquering South and North America, as well as alternatively starting to colonize Pacific and Africa. Mexico has an easy oportunity to expand to North America and Central America, especially it is worth to secure Caribbean trade node,Chesapeake Bay and even Gulf of St. Lawrence and make it Home trade node, which guarantees collecting most of trade from both Americas.
Religion and culture
Mexican religion and culture rely on Mother Country’s, so in most of cases it will be Catholic and Castilian (Iberian) culture. Catholic religion and Iberian culture are natural choice for conquering New World, as it allows to establish Holy Orders and in most runs greatest beneficiaries of colonization are
Spain and
Portugal, which means no cultural and religious difference and provides Nationalism cassus belli. If primary culture of former colony was the Iberian culture group the primary culture will change to Mexican culture.
The disadvantage of this solution is fact, that player will probably have to violate Treaty of Tordesillas many times, so there is no chance for good relations with Pope.
Other options are
Protestant or
Reformed, and both religions appear to be beneficial.
Revolution
Going revolutionary as Mexico could be very beneficial. First of all it gets bonuses from being Revolution target and
Revolutionary Republic governament type. Second, player unlocks the ‘Spread the Revolution’ casus belli (also disabling most other CBs, including Imperialism) against any country. Third, the event "Dreams of Liberty" appears, which helps to liberate other colonies, therfore weaken European powers. After liberating colonies player could decide to easy conquer new countries or let them be your loyal allies. What's more being power in both Americas will prevent other powers from crushing your revolution, as they would not have resources and technical abilities to go invade through the ocean. Player should just remember to have a possibility to always be at war with some minor nation to raize
revolutionary zeal.
Recommended Idea Groups
First 3 ideas, depending on monarch points and situation
Expansion/
Economic – perfect for quick colonizing and boosting trade/perfect witch dealing with inflation and developing provinces
Plutocratic/
Defensive– if player chose to be Republic or Revolutionary Republic plutocratic is good choice, as it boosts trade, morale and gives other bonuses. If player chose to be Monarchy the good choice is Defensive, as it boosts morale and provides advantage over others nations army.
Trade– perfect to become a powerhouse after securing key trade nodes.
It is also worth to take Offensive,
Quantity,
Religious, but Mexico has many other options to take. Situational choices could be
Espionage, if player wants to maximize chances to Agitate for Liberty and Rebels Support Efficency,
Diplomatic to make desired alliances,
Exploration to boost colonizing speed and colonize other continents.
References[edit | edit source]
- ↑ the country flag no_colonial_nations prevents the formation of colonial nations, but they can still be acquired by annexing a country which has colonial nations
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