Scotland

Primary culture
Capital province
Government
State religion
Technology group
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- +33% Land force limit modifier
- +1 Land leader shock
- −1 National unrest
Modernize the Royal Scots Navy
- −10% Ship cost
- +20% National manpower modifier
- −10% Stability cost modifier
- +10% National tax modifier
- +1 Yearly legitimacy
- −15% Aggressive expansion impact
- −5% Land maintenance modifier


Scotland's protection comes not only from its brave armies, but also from the Auld Alliance with France. This agreement obligates France to come to Scotland's aid should England once again try to subjugate them. War is an ever-present possibility as the marcher lords on both sides of the border threaten to escalate conflict through frequent skirmishes and a tendency to opportunistically switch sides for the sake of better raiding opportunities.
It has taken many years for Scotland to incorporate the Highlands into the kingdom. The Middle Ages saw the annexation of the formerly autonomous Kingdom of Moray, home of the usurper Macbeth, and the expansion of feudal institutions into the northern mainland. The integration of the Highlands would serve Scotland well as it became a staging ground for recruitment in the war against Edward Longshanks. The Hebrides were wrested away from the former Kingdom of
the Isles under Alexander II and not even the intervention of the King of
Norway could halt the Scottish assault.
King James II has plans to further extend the Scottish domain in the surrounding isles. Orkney and the Shetlands are held by Norway, which is itself currently subject to Denmark. Taking on the full might of Scandinavia would be challenging, but perhaps a diplomatic solution will present itself. England and Scotland have squabbled over the Isle of Mann for centuries. Currently the English have the upper hand, but an opportunistic ruler might exploit their preoccupation with fighting France to seize it for themselves.
Scotland is a country in the British Isles that is capable of forming Great Britain. It is economically isolated in the northern portion of the British Isles and sits on the North Sea trade node. Scotland also has access to the only strait crossing between Ireland and Great Britain.
Missions[edit | edit source]
- Main article: Scottish missions
With Rule Britannia Scotland has a unique set of missions.
Events[edit | edit source]
- Main article: Scottish events
Scottish events revolve around defending against an aggressive England, the religious turmoil experienced during the
reformation and evolution of trade economics.
Reformation[edit | edit source]
Scotland can be re-formed by any country with Scottish or Highlander culture if it should cease to exist.
Form Scottish Nation
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The once proud nation of Scotland has fallen into ruin, yet there remain some among the Clans with the will to restore our kingdom. We will muster our courage and fight for a free and independent Scotland.
Potential requirements
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations |
Allow
|
Effects
The country:
If Lothian (248) is part of the HRE, but its owner is not a member then:
Lothian (248):
(Hidden) If the country is
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|
- AI will always take this decision unless it is
England
- AI gives "high priority" (400) to this decision
Decisions[edit | edit source]
Scotland can form Great Britain both militarily and diplomatically.
Form British Nation
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
By uniting our political development domestically and extending our influence beyond our borders we will be able to reinforce our position in world affairs and transform into one of the foremost European powers, the British Empire.
Potential requirements
If the country is AI-controlled then it:
Playing with normal or historical nations. |
Allow
The country:
|
Effects
The country:
If London (236) is part of the HRE, but its owner is not a member then:
London (236):
If
|
- AI will always take this decision
- AI gives "high priority" (400) to this decision
Form British Nation Diplomatically
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
By uniting our political development domestically and extending our influence beyond our borders we will be able to reinforce our position in world affairs and transform into one of the foremost European powers, the British Empire.
Potential requirements
If the country is AI-controlled then it:
Playing with normal or historical nations. |
Allow
The country:
If the country is
|
Effects
The country:
|
- AI will always take this decision
- AI gives "high priority" (200) to this decision
Strategy[edit | edit source]

Scotland can provide the player with a fun challenge, as the first big opponent is the mighty England. As long as they are not dealt with they are an existential threat. Luckily England starts with a number of tough events that prevent them from attacking you straight away.
Set your country's focus to military and ally France to complete the mission. Then immediately break the alliance again. Once the surrender of Maine event fires the French are pushed into a defensive war and can call you in as an ally. This gets you stuck with an angry England and nowhere to run. Thus it is better to immediately break the alliance. Although if you are up for the challenge you can try to defeat the English in a series of tough battles and hope France will give you your just reward. Use your claims in Ireland (gained by completing the mission) to invade and subjugate
Ulster. Ulster is a good first target as they control the Irish half of the water passage and provide a capital fort. Vassal feed Ulster to make him loyal and grow his strength. Once Ulster holds half the island, create a second vassal and feed him the other half of the island. These two vassals will improve your force limit as well as supply their own troops. If any Irish minor is allied to Denmark or in a trade league, try to attack an ally instead and take their land in a separate peace deal. There is no need to care about aggressive expansion, since the Irish minors are far removed from the rest of Europe. If they are allied to England wait until England is unwilling to answer the call to arms.
With the Emerald Isle under your control it is time to move your attention to the England situation. If all goes well the English should be at the tail end of the surrender of Maine war and be in the middle of the war of the roses. Depending on the situation it can be wise to wait, or strike immediately. If England has strong alliances wait for the war with France to end since they will likely break the alliances England has. However if England does not have strong allies, and England looks weak, go in straight away. Your military tech should be at 4 while theirs is at 3, because of their 0/0/0 ruler. The tech advantage in combination with your vassals' armies should be enough to beat the English. Do not be afraid to go over the force limit with mercenaries and search for the enemy army to fight them. After the fight consolidate forces to reduce the division count and raise mercenaries to refill your force limit. Weakening the English armies is more important than your treasury, so take loans liberally. The goal of this war is to take Cumbria, Northumberland, all their money and war reparations. The money can be used to pay off your loans. Release Northumberland as a vassal, as they have a number of cores on England for a nice reconquest war. With England having lost some ground and all of their money, they should be an easy prey in future wars. France will start a reconquest war to take more of her cores back on the continent, you can time you second war with this to have an easy second war with England. From this point onward it is just a waiting game for the truce to expire and take more land. You should move your capital to London, or at least move your trade capital to London, as the English channel trade node is far superior to the north sea tradenode. You should get an event to move your capital once you control London.
While waiting for the truce to expire it is prudent to seek alliances with France's rivals. This allows you to build up favors with them. Burgundy,
Castile and
Austria are good allies. Annex your subjects to free up relation slots. Once Britannia is under Scottish rule, it is time to look across the channel. France cannot be made a vassal in one war, as they are far too large. Instead they should be cut down to size first. Ship your troops to Iberia or Burgundy, then declare on France, calling in as many allies as you can. If France proves to be too strong for you and your allies, you can wait for the holy league war to fire. France often picks a side in this conflict, and it can severely weaken him, making him an easy target. You can also join the other side yourself to push France deep into debts yourself.
In the first war you should take Aquitaine, Caen, and if they conquered Brittany, Finistere. From these provinces you can release Gascony, Normandy and Brittany. These all have cores in France, allowing for a massive war of reconquest. This second war should allow you to take back all the cores of your vassal from France. From that point onward you just have to wait for the truce to expire before you can force vassalize him. If the surrounding countries attack France and full annex France, you can release France as a vassal to complete the achievement.
Now you can form Great Britain and play a normal Great Britain game, or continue as Scotland. Good future targets are Denmark, to secure the Lubeck trade node, Spain, your primary trading rival, or go to the New World.
Idea groups[edit | edit source]
For idea groups influence is good if you pursue the vassal strategy. It both increases the strength of your vassals and makes annexing them cheaper. Second, defensive or quantity ideas can bolster your forces. Defensive offers you increased morale to withstand France's elan, while quantity allows you to bury France with a mountain of corpses. Exploration can be picked to make use of the colonization missions and have a chance to spawn the colonialism institution, but you must pick it as a second idea to explore the New World in time. Trade ideas allow you to gain even more money from the wealthiest tradenode of the game, and combined with quantity ideas allows you access to the mighty production quota policy. Expansion ideas allows you to grow your colonies faster, if you picked exploration before. Administrative helps you core more land should you opt for an expansionist game. And together with influence ideas and the British national ideas allow you to get 60% cost reduction on vassal annexation (25% from influence, 20% from administrative+influence ideas policy, 15% from Great Britain's national ideas).
Achievements[edit | edit source]
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