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|Government=Feudal Monarchy
|Culture=Irish (Celtic)
|Capital=Meath Pale (373)
'''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 nine 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 />
|version = 1.2229
|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:
* was never an [[end-game tag]].
* is ''not'' the [[Papal State]] ''or'' the [[Holy Roman Empire]].
* has Irish as [[primary culture]].
* has ''not'' yet enacted this decision.
If the country is AI-controlled,
* it can ''not'' be a [[custom nation]].
* it can ''not'' be a former colonial nation.
* it must have at least 3 [[cities]].
* is ''not'' a [[nomad nation]].
* is ''not'' at [[war]].
* owns all provinces in the provinces:**Tyrone (372)areas Munster, Pale (373)Connacht, Leinster (374), Limerick (375), Connaught (376), Cork (4118), Sligo (4119), Kildare (4120) and Ulster (4121).
|effect=The country:
*changes to {{flag|Ireland}}.
**{{icon|autonomy}} {{green|−0.05}} Monthly autonomy change
**{{icon|national unrest}} {{red|+1}} National unrest
*removes all its provinces from the [[HRE]] if it is a member of the HRE but ''not'' the [[emperor]] or an elector.*gets the {{icon|event|22px}} event ‘[[electorNew Traditions & Ambitions]]’ if it does ''not'' have custom ideas.
}}<section end=Form Ireland />
== Strategy =====Forming {{SVersion|1.29}}In order to form Ireland, the player may start as any of the Irish minors. However, a start as Desmond==={{mainflag|DesmondKildare}}(due to having the highest development in the area) or {{flag|Desmond}} starts off (due to having excellent military focused national ideas) is most recommended. For both nations, a good general is crucial to deal with the oft-seen Irish minors with one ally. Quickly declaring war on any minors that the player has a border with that have no allies, the player can rapidly stackwipe them and siege down their capital fort. Full annexation with money is advised. When facing the aforementioned two allied minors, a good strategy is to deal with one at a time, stackwiping them and leaving one unit on the province in order to prevent them from recruiting any more armies. Subsequently, the player can wait, recover, and stackwipe the other minor. Then it is a unique set simple task to siege both of ideasthem down, and annexing both. This 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 minors when their ally is enveloped in a war, and if they don't join it is easy to annex them, until you own all of Ireland except the Pale. When England is in a war and in debt, declaring for the Pale as a semi decent ruler wargoal and sitting on Ulster can allow you to defeat English armies trying to cross easily due to crossing penalties and defensive terrain. After a more defensible locationfew battles and time, England should be willing to peace out, allowing the player to unite the Emerald Isle.
===Forming as Kildare==={{flag|Kildare}} is another strong choice, as it begins with the strongest ruler of any Irish nation, as well as a strong heir. However, it only has generic Irish ideas and begins with no access to the sea. === Exodus strategy ==={{SVersion|1.15}}One of the fairly unique advantages to playing as an Irish minor is proximity to the virgin territory of the Americas. If attacking England is not an option the Irish can flee to the [[New World]]. Having a [[capital]] outside Europe as a Western country provides a huge advantage: every colonized province on that continent will start with no [[autonomy]] and will not form [[colonial nations]]. However, only single province countries are allowed to move their capitals to a different continent. This can be worked around by releasing one of the other minors as a [[vassal]] and selling them any European provinces once there is a foothold on another continent. Colonial nations will form after coring five provinces in one colonial region so move the capital before that.  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. == Nation specific achievements Achievements ==
{{Achievement|Luck of the Irish|Own and have cores on the British Isles as an Irish nation.|link=on}}
{{Country navbox|Europe}}
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