Netherlands

From Europa Universalis 4 Wiki
Jump to navigation Jump to search
Kingdom rankNetherlands
Netherlands.png
Primary culture
Dutch (Germanic)

Capital province
Den Haag (4383)

Government
Dutch RepublicGovernment republic.png

State religion
ReformedReformed.png

Technology group
WesternWestern technology group
Dutch ideas
Traditions.png Traditions:
+25% National sailors modifier
+50% Naval force limit modifier

Inflation reduction.png Found the Amsterdam Wisselbank

+0.10 Yearly inflation reduction

Merchants.png Dutch Trading Spirit

+1 Merchant
+10% Trade Range

Development cost.png Polders

−10% Development cost

Naval leader fire.png Instructie voor de Admiraliteiten

+2 Naval leader fire
−10% Sailor maintenance

Tolerance heretic.png Embrace Humanism

+3 Tolerance of heretics

Siege ability.png Army Sappers

+10% Siege ability

Land fire damage.png Platoon Fire

+10% Land fire damage

Idea bonus.png Ambition:

+15% Trade efficiency
For the area, see Netherlands (area).

The Netherlands is a formable nation in Europe, which can be formed by Flag of Burgundy Burgundy or countries with a Dutch or Flemish culture. The formation decision however, requires only Dutch provinces and not Flemish ones. The Dutch are a formidable trading power, reflected in their national ideas, and can dominate trade with effective usage. Though usually and historically a small nation, the Netherlands can rake in hundreds of ducats from colonization and trade to effectively become the dominant European powerhouse with careful management. However, their size does mean a small manpower and force limit to draw from, which though early on can be a high hurdle to overcome, the Netherlands can often overcome this late game with liberal usage of mercenaries from their large trade empire. Historically, the Netherlands became fully independent from Habsburg Flag of Spain Spain in 1581.

Contents

Dutch Republic[edit]

The Netherlands has its own special form of republican government it can choose through an event exclusive to them that reflects the historical government of the Republic of the Seven United Provinces. It represents the power struggle between the Orangist monarchists and the Statist republicans through measure of influence each faction has over the current government. With the Orangists in power, the Republic acts more akin to a   monarchy with the ruler reigning for life. However, if the Statists are in power, the government takes on the traits of a regular   republic with elections taking place every 4 years. Unlike other republics, royal marriages are allowed.

The Dutch republic provides:

  •   +10% Trade efficiency
  •   +10% Heavy ship combat ability
  •   +1 Number of states
  •   −30 Maximum absolutism

Additionaly, different modifiers apply to the nation when each faction is in power:

Statists in power:[1] Orangists in power:[2]
  +10% Naval force limit modifier
  +5% Global trade power
  +1 Yearly republican tradition
  +25% Land force limit modifier
  −10% Stability cost modifier
  −1 Yearly republican tradition

The faction in power is determined by a single influence slider ranging from -100 to +100, with Statists being in power when value is negative or zero, and Orangists being in power when value is strictly positive. Regular events will move the Netherlands on this slider depending on the player's choices.

See also: Dutch events#Dutch republic events

Elections[edit]

The Dutch republic has a unique election mechanic. At the end of either the current ruler's term or life, the player will be presented with two candidates in an event, one Orangist and one Statist. Choosing either one will move the influence slider by 33 points in the direction of its faction, and thus will factor into which faction is in power. Unlike regular republics, the stats of both candidates are chosen at random, but the player can still see them prior to picking its candidate. One should note that choosing a candidate from either side does not necessarily bring its faction to power if the slider is too unbalanced: a Statist candidate may reign until he dies if Orangists are in power.

id

 Election in the [Root.GovernmentName]


If the country has Dutch Republic government:

The strengthening of the Statists has forced $MONARCH$ to accept the election of a new [Root.Monarch.GetTitle]. Both the Statists and the Orangists have put forward a new candidate.

else:

The strengthening of the Statists has forced $MONARCH$ to accept the election of a new [Root.Monarch.GetTitle]. Both the Statists and the Monarchists have put forward a new candidate.

 
Trigger conditions

The country:

  • uses ‘Statists vs Monarchists’[3] mechanics.
  • is not the lesser partner in a personal union or the Statists are in power.
Is triggered only by

the end of the election cycle in a republic.


Option conditions

 Always enabled:

 
A Statist Candidate

The country:

  • gets a new ruler.
  • strengthen Statists in power by 33.

 Enabled if: the country has Dutch Republic government.

 
An Orangist Candidate

The country:

  • gets a new ruler of the “van Oranje” dynasty.
  • strengthen Orangists in power by 33.

 Enabled if: the country has not Dutch Republic government.

 
A Monarchist Candidate

The country:

  • gets a new ruler of a former dynasty.
  • strengthen Monarchists in power by 33.


id

 Election in the [Root.GovernmentName]


If the country has Dutch Republic government:

The unfortunate passing of $MONARCH$ forces us to hold a premature election. Both the Statists and the Orangists have put forward a new candidate.

else:

The unfortunate passing of $MONARCH$ forces us to hold a premature election. Both the Statists and the Monarchists have put forward a new candidate.

 
Trigger conditions

The country:

  • uses ‘Statists vs Monarchists’[3] mechanics.
  • is not the lesser partner in a personal union or the Statists are in power.
Is triggered only by

the death of the ruler in a republic.


Option conditions

 Always enabled:

 
A Statist Candidate

The country:

  • gets a new ruler.
  • strengthen Statists in power by 33.

 Enabled if: the country has Dutch Republic government.

 
An Orangist Candidate

The country:

  • gets a new ruler of the “van Oranje” dynasty.
  • strengthen Orangists in power by 33.

 Enabled if: the country does not have Dutch Republic government.

 
A Monarchist Candidate

The country:

  • gets a new ruler of a former dynasty.
  • strengthen Monarchists in power by 33.

Unlike regular republics, it is not possible to re-elect the same ruler, but   republican tradition is lost monthly when Orangists are in power. It is also not possible to decay into a republican dictatorship at low republican tradition, since Orangists already represent the tendency towards despotism.

Formation[edit]

Forming the Netherlands as a member of the Holy Roman Empire will cause it to leave the empire, unless it is an elector or the Emperor. Forming as Burgundy will additionally cede French land to France, if it exists.

 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 Allow
  •   Administrative technology is at least 10
  • Is independent or a tributary
  • Is not a steppe horde
  • Is not at war
  •   Netherlands does not exist
  • Owns core provinces Breda (95), Zeeland (96), Amsterdam (97), Utrecht (98), Gelre (99), Friesland (100) and Den Haag (4383)

Effects
  • If not an Elector of the Holy Roman Empire and not the Holy Roman Emperor, remove all owned provinces from the Empire
  • If country is   Burgundy:
    • Change primary   culture to Dutch
    • Change   capital to Holland
  • If country is   Burgundy and   France exists:
  • If government is   Theocracy and religion is   Catholic:
    • Change government to   Administrative Monarchy
    •   The Papal State gains opinion modifier "Displeased" (-50, decaying by +2 per year for 5 years) towards our country
  • If government is   Theocracy and religion is not   Catholic:
    • Change government to   Administrative Monarchy
  • Country becomes   Netherlands
  •   Netherlands gains a permanent claims on all non-owned provinces in Low Countries region and Picardy area except Calais and Picardie
  • If government rank is   Duchy:
    • Set government rank to   Kingdom
  • Gain   25 prestige
  • Trigger country event "New Traditions & Ambitions" unless using custom ideas or already using Dutch ideas

AI Burgundy will not take this decision.
 
Provinces in orange must be owned and cored to form the Netherlands. Forming the Netherlands grants permanent claims on the shaded area.

Missions[edit]

Main article: Dutch missions

The Netherlands' missions are focused on colonization and conflict with   Portugal.

Events[edit]

Main article: Dutch events

Dutch events are focused on famous historic individuals, the VoC (Dutch East India Company), the Dutch republic government type, and historic events with   England and   France.

Dutch revolt[edit]

Main article: Dutch revolt events

Historically, the seven provinces of the Low Countries revolted for their independence from Habsburg   Spain in 1568 and formed the Republic of the Seven United Netherlands. This is portrayed in EU4 as a series of events that happen in the same time period. If the year is between 1550 and 1650 and the Netherlands does not exist, a player-controlled nation that controls parts of the low countries and does not have Dutch or Flemish as their primary culture will receive events causing revolts which, if successful, eventually lead to the formation of the Netherlands. (For an AI-controlled country meeting these criteria, instead the Netherlands gets cores on all owned Dutch or Flemish provinces in the Low Countries, is released as a vassal, and immediately declares an independence war.) The newly-independent Netherlands will then receive a full navy and army and claims over the low countries, and will also annex other AI-controlled Dutch minors (independent, at peace and with 4 or fewer provinces) and gain alliances with the overlord's rivals through events. The Dutch revolt can be avoided by other nations with a cultural shift to Dutch or Flemish culture, or by converting provinces in the region to a different culture.

Decisions[edit]

 Found Oost-Indische Compagnie


A company of merchants are asking the States-General for a 21 year monopoly to carry out colonial activities in Asia. These areas are potentially very rich, but they need the monopoly because the risks are so high.


 
Potential requirements

The country:

Allow

The   Netherlands:

  • have at least 2 home ports.
  • have a diplomatic technology of at least level 10.
  • owns a port in Japan (region), Burma, West India, Coromandel, Deccan (region), Bengal (region), South or North China.

Effects

The   Netherlands:

  • get the modifier “Vereenigde Oost-Indische Compagnie” for the rest of the campaign with the following effects:
    •  +1 merchants,
    •  +5% global trade power,
    •  +25% colonial range.


 Land Reclamation in Holland


Holland has through the years been plagued by intermittent floods and this limits the potential of what is otherwise very attractive region. While our ancestors have done their best to drain the Dutch swamps they did not posses the same means we do. Let us concentrate all our expertise in land reclamation to improve the region and the city of Amsterdam so that we may create a northern port city worthy to rival the old urban centres of the South.


 
Potential requirements

The country:

Holland (97) does not have the province modifier “Development of Amsterdam”.

Allow

The country:


Effects

The country:

  • loses  50 administrative power.

Holland (97) gets the province modifier “Development of Amsterdam” for the rest of the campaign with the following effect:

  •  -25% development cost.

Achievements[edit]

 
Form the Netherlands as a minor nation starting with Dutch culture.


 
Get Orangists in power with 100% Republican Tradition, and owning a province in China.
Country guides

Central African technology group     Mutapa
East African technology group     Kilwa
Muslim technology group     Mamluks  Tunis
West African technology group     Mali

Eastern technology group     Jerusalem
Muslim technology group     Arabia   Hisn Kayfa   Oman
Indian technology group     Assam   Bahmanis   Bengal   Orissa
Chinese technology group     Bali   Brunei   Dai Viet   Japan   Khmer   Korea   Majapahit   Malaya   Pagarruyung   Pasai   Sunda
Nomadic technology group     Jianzhou   Timurids   Uzbek

Western technology group     United States
Mesoamerican technology group     Maya
North American technology group     Caddo   Cherokee   Iroquois

Andean technology group     Cusco   Muisca
South American technology group     Mapuche

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Statists in Power).
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Orangists in Power).
  3. 3.0 3.1 ‘Statists vs Orangists’ mechanics for Dutch republic.