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Ireland

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{{versionVersion|1.11}}{{split29}}
{{Country
|Government=Feudal Monarchy
|Culture=Irish (Celtic)
|Religion=Catholic
|Capital=Meath Pale (373)
|Tech=Western
|Rank=Kingdom
|Ideas=IrishIreland
}}
{{hatnote|For the area, see [[European_regions#Ireland|Ireland (area)]].}}'''Ireland''' is a [[formable nation ]] in the British Isles. It is usually created from one of the eight twelve 1444-starting Irish OPMs, and is a good step up for them. Unlike many other formable nations, however, it does not guarantee being anything more than a regional power. With only five thirteen provinces that the formation affects, Ireland can be one of the weaker nations. That said, it does have a chance to be strong, especially in the [[New World]].
== Formation ==
<section begin=Form Ireland />
{{Decision
|version = 1.1429
|decision_name=Form Irish Nation
|decision_text=For decades England has attempted to subjugate the Irish population and take control of the island. To unite the Irish lands under a sole flag may be our only chance to repel them.
|potential=*{{flag|Ireland }} does ''not '' exist.<br>The country:*Is was never an [[end-game tag]].* is ''not '' the [[Papal StatesState]] ''or '' the [[Holy Roman Empire]].*has Irish as [[Culture|Primary primary culture]] is Irish.*Is either human or AI with at least 3 provinces*Is is not a [[colonial nation]].*Any of has ''not'' yet enacted this decision.If the following:country is AI-controlled,**Is it can ''not '' be a former [[colonial custom nation]].**Is it can ''not'' be a human former colonial nation.* it must have at least 3 [[colonial nationcities]].|allow=The country:* Has has an {{icon|adm tech|24px}} [[administrative technology]] of at least level 10.* Is {{is_free_or_tributary_trigger}}* is ''not'' a subject [[nomad nation]].* Is is ''not'' at [[war]].* Is ''not'' a nomad nation.* Owns owns all provinces in the core {{icon|province}} provinces:**areas Munster, Connacht, Leinster and Ulster (372)**Meath (373)**Leinster (374)**Munster (375)**Connaught (376).|effect=The country:* Change country changes to {{flag|Ireland}}.* If gets {{icon|duchykingdom|24px}} kingdom rank if the country is duchy, set [[government rank]] to .*gains {{icon|kingdomprestige|24px}}{{green|10}} kingdomprestige.*Gain gets the modifier ''“Increased Centralization”'' for 20 years with the following effects:**{{icon|prestigeautonomy}}{{green|10−0.05}} prestigeMonthly autonomy change**{{Modifiersicon|Increased Centralizationnational unrest}} {{red|t=20 years+1}}National unrest* If a member of removes all its provinces from the [[HRE]] and if it is a member of the HRE but ''not'' the emperor or an elector.*gets the {{icon|event|22px}} event ‘[[electorNew Traditions & Ambitions]], all own provinces are removed from the HRE’ if it does ''not'' have custom ideas.
}}<section end=Form Ireland />
== Irish exodus strategy Strategy=={{SVersion|1.1129}}One In order to form Ireland, the player may start as any of the fairly unique advantages to playing Irish minors. However, a start as an Irish minor is proximity {{flag|Kildare}} (due to having the virgin territory of highest development in the Americasarea) or {{flag|Desmond}} (due to having excellent military focused national ideas) is most recommended. If attacking England For both nations, a good general is not an option crucial to deal with the oft-seen Irish can flee to the [[New World]]minors with one ally. Having a [[capital]] outside Europe as a Western country provides a huge advantage: every colonized province Quickly declaring war on any minors that continent will start the player has a border with that have no [[autonomy]] allies, the player can rapidly stackwipe them and will not form [[colonial nations]]siege down their capital fort. Full annexation with money is advised. HoweverWhen facing the aforementioned two allied minors, a good strategy is to deal with one at a time, only single stackwiping them and leaving one unit on the province countries are allowed in order to move their capitals prevent them from recruiting any more armies. Subsequently, the player can wait, recover, and stackwipe the other minor. Then it is a simple task to a different continentsiege both of them down, and annexing both. This can be worked around by releasing one strategy should work until all of Ireland (minus the Pale and any minors allied to {{flag|Scotland}} or {{flag|England}}) have been annexed. Declare on the other minors as when their ally is enveloped in a [[vassal]] war, and selling if they don't join it is easy to annex them any European provinces once there , until you own all of Ireland except the Pale. When England is in a war and in debt, declaring for the Pale as a foothold wargoal and sitting on another continentUlster can allow you to defeat English armies trying to cross easily due to crossing penalties and defensive terrain. Colonial nations will form after coring five provinces in one colonial region so move After a few battles and time, England should be willing to peace out, allowing the player to unite the capital before thatEmerald Isle.
Only [[Connacht]] can get sufficient colonial range at diplomatic tech level 7 to reach Greenland without a Navigator advisor (and with a [[navigator]] their first colony can be in Newfoundland). Since [[Scotland]] will rival [[Norway]] it may be possible to take and core an Icelandic province and skip the Greenland colony. Any location in Gulf of St Lawrence makes a good capital, as trade can be transferred there from anywhere in North America. The Caribbean has the highest base [[tax]] and is guaranteed to have rich trade goods. Be wary of setting up in a location that will soon put Ireland in proximity to [[Spain]] or [[Portugal]] as they will not be shy about attacking when Ireland is still small. With this route, England might follow in Irish footsteps and start colonizing near. Remember to seize a not-fully developed colony in a war then send a [[colonist]] there to automatically change [[religion]] and [[culture]]. Be wary of the English navy and the possibility of England sending transports across the Atlantic Ocean. Settling in a few locations can minimize the harm they can do.  Be patient, build up to force limits, manpower and income, and strike back when ready. The key is to be patient and to strike back only when stronger army and manpower wise. == Forming Ireland as Desmond ==As of version 1.16, Ireland has been divided into many more provinces. Thus, Ireland is divided into more nation-states, making it arguably much easier to form. [[Desmond]] starts off with a unique set of ideas, a semi decent ruler and a more defensible location. The player should begin by immediately building a spy network in either [[Thomond]] or [[Leinster]] and fabricating a claim once you have a large enough spy network. Whichever the player fabricates said claim on should be the one with the least alliances. Once the player has annexed either, the player should begin to slowly expand up to the northernmost part of Ireland. It is recommended that the player take espionage ideas to weaken neighboring nations and to more easily fabricate claims. The player should also focus on making sure that [[England]] or [[Scotland]] don't take over by way of vassalization, because it may become very difficult to expel them later in the game. Once the player has finished uniting Ireland, the player should either focus on taking the Scottish Highlands or possibly taking over all of the British Isles. If the player does not wish to go this route, then the player should focus on colonizing North America or the Caribbean. == Nation specific achievements Achievements =={{Achievement|Luck of the Irish|Own and have cores on the British Isles as an an Irish nation.|link=on}}
{{Country navbox|Europe}}
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