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Formable / Reformable nations [ edit | edit source ]
Some of these nations don't exist at the 1444 campaign start. They can appear if another nation chooses to form them.
These nations don't exist and also lack cores at the 1444 campaign start. They can still appear if Separatist rebels manage to take control of their cultural provinces.
Notes: These articles refer to the state of the world at the start of the grand-campaign (1444-11-11); meaning, if a nation is picked in other time points it may have different attributes. Table listings include: [1] 1444 starting nations, [2] 1444 releasable nations. Other tags, [3] later start/pure formables/revolters ("wild card" stats), are mentioned at the top. Worth noting, [4] a nation is assigned a home region based on its capital's location, [5] location names use the default localisation for consistency reasons (for searching in-game enter the provided province numbers). For a list of all available tags check the countries article.
Notes:
For countries in the Aboriginal culture group.
Traditions:
+1 Tolerance of the true faith
−10% Stability cost modifier
Aboriginal Art
+1 Yearly prestige
Fire-stick Farming
−10% Development cost
Walkabout
+10% Movement speed
People of the Outback
−10% Land attrition
The Sacred Lands
+10% National tax modifier
Dreamtime
+20% Religious unity
Musical Tradition
+20% Improve relations
Ambition:
+10% Shock damage
State
Government
Religion
Technology group
National ideas
Culture group
Capital
Notes
Awngthim
Clan Council
Alcheringa
Aboriginal
Aboriginal
Aboriginal (Paman )
Awngthim (2730)
Eora
Clan Council
Alcheringa
Aboriginal
Eora
Aboriginal (Kuric )
Eora (1090)
Kamilaroi
Clan Council
Alcheringa
Aboriginal
Kamilaroi
Aboriginal (Gamilaraay )
Barrungam (4856)
Kaurna
Clan Council
Alcheringa
Aboriginal
Kaurna
Aboriginal (Yura )
Kaurna (1086)
Larrakia
Clan Council
Alcheringa
Aboriginal
Larrakia
Aboriginal (Gunwinyguan )
Woolna (4846)
Malgana
Clan Council
Alcheringa
Aboriginal
Aboriginal
Aboriginal (Nyoongah)
Malgana (2726)
Mianjin
Clan Council
Alcheringa
Aboriginal
Aboriginal
Aboriginal (Gamilaraay)
Turrbal (1094)
Nyoongah
Clan Council
Alcheringa
Aboriginal
Aboriginal
Aboriginal (Nyoongah )
Wadjuk (1084)
Palawa
Clan Council
Alcheringa
Aboriginal
Palawa
Aboriginal (Palawa )
Peerapper (4869)
Tiwi
Clan Council
Alcheringa
Aboriginal
Tiwi
Aboriginal (Gunwinyguan)
Tiwi (2728)
Wurundjeri
Clan Council
Alcheringa
Aboriginal
Aboriginal
Aboriginal (Kulin )
Wurundjeri (1087)
Yanuwa
Clan Council
Alcheringa
Aboriginal
Aboriginal
Aboriginal (Gunwinyguan)
Yunawa (4847)
Yolngu
Clan Council
Alcheringa
Aboriginal
Aboriginal
Aboriginal (Gunwinyguan)
Yolngu (2729)
Notes:
For Lau , Viti Levu , Viti and Vanua Levu .
Traditions:
+10% Light ship combat ability
−10% Naval attrition
Crossroad of Cultures
+2 Max promoted cultures
Lutunasobasoba and Degel
+10% Colonial range
+10% Ship trade power
Conjoined Society
+2% Missionary strength
Waqa Drua
+100% Prestige from naval battles
+50% Naval tradition from battles
Fijian Warlords
+10% Morale of armies
+0.5 Yearly army tradition
Kai Colo
−25% Land attrition
Confederacy of Kingdoms
+5% National tax modifier
+5% Production efficiency
Ambition:
−20% Aggressive expansion impact
Notes:
For Hawai'i , Kaua'i , Maui , O'ahu , and Hawai'i .
Traditions:
+20% Light ship combat ability
+0.5 Yearly navy tradition
Preserving the Kapu System
+1% Missionary strength
+2 Tolerance of the true faith
Repurposing the Ali'i Nui
+1 Yearly legitimacy
Hula
+1 Yearly prestige
Ohana
+1 Diplomatic relation
+2 Max promoted cultures
Kanawai Mamalahoe
+20% Manpower recovery speed
Naha Prophecy
−15% Core-creation cost
Legendary Voyagers
+40% Colonial range
+1 Naval leader maneuver
Ambition:
Can recruit explorers and conquistadors. Explorers may explore ocean provinces.
+20 Global settler increase
Notes:
For countries with Maori primary culture.
Traditions:
−10% Recruitment time
−20% Harsh treatment cost
Sons of Kupe
+10% National sailors modifier
+10% Colonial range
Kaitiakitanga
+1 Tolerance of the true faith
Kaumatua
−20% Stability cost modifier
Kapa Haka
+10% Morale of armies
Pa Defence
−10% Fort maintenance
Te Moko
+1 Land leader shock
The Maori King Movement
−10% Core-creation cost
+1 Yearly legitimacy
Ambition:
+1 Yearly prestige
State
Government
Religion
Technology group
National ideas
Culture group
Capital
Notes
Hawai'i
Polynesian Kingdom
Animist
Polynesian
Hawaiian
Pacific (Polynesian)
Hawaii (1240)
Kaua'i
Polynesian Kingdom
Animist
Polynesian
Hawaiian
Pacific (Polynesian)
Kauai (4936)
Lau
Polynesian Tribe
Animist
Polynesian
Fijian
Pacific (Melanesian)
Lau (4937)
Maui
Polynesian Kingdom
Animist
Polynesian
Hawaiian
Pacific (Polynesian)
Maui (4934)
Ngapuhi
Polynesian Tribe
Animist
Polynesian
Iwi
Pacific (Maori)
Whangarei (1106)
Ngati Awa
Polynesian Tribe
Animist
Polynesian
Iwi
Pacific (Maori)
Te Moana-a-Toi (4939)
Ngati Kahungunu
Polynesian Tribe
Animist
Polynesian
Iwi
Pacific (Maori)
Wairarapa (2737)
Ngati Ranginui
Polynesian Tribe
Animist
Polynesian
Iwi
Pacific (Maori)
Te Moana a Toi (1108)
Ngati Toa
Polynesian Tribe
Animist
Polynesian
Iwi
Pacific (Maori)
Taranaki (1107)
O'ahu
Polynesian Kingdom
Animist
Polynesian
Hawaiian
Pacific (Polynesian)
Oahu (4935)
Samoa
Polynesian Kingdom
Animist
Polynesian
Samoan
Pacific (Polynesian)
Samoa (1243)
Tainui
Polynesian Tribe
Animist
Polynesian
Iwi
Pacific (Maori)
Waikato (2739)
Tonga
Polynesian Kingdom
Animist
Polynesian
Tongan
Pacific (Polynesian)
Tonga (1989)
Vanua Levu
Polynesian Tribe
Animist
Polynesian
Fijian
Pacific (Melanesian)
Vanua Levu (4938)
Viti Levu
Polynesian Tribe
Animist
Polynesian
Fijian
Pacific (Melanesian)
Viti Levu (1442)
Waitaha
Polynesian Tribe
Animist
Polynesian
Iwi
Pacific (Maori)
Te Tai Tokerau (1106)