Casus belli

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Casus belli is a Latin term meaning case of war. In the game, a country with a casus belli (commonly abbreviated to "CB") on another country is deemed to have a valid cause for war. When declaring war, the player is presented with a list of available CBs. They may pick a CB from the list or choose to declare war without a casus belli and accept the penalties of +20 base aggressive expansion[1] and −2 Stability.png stability (halved with full Diplomatic ideas).

Each casus belli has a particular war goal associated with it, generally either controlling a particular province or winning a certain proportion of battles. Meeting the war goal will cause the warscore of whichever side has achieved it to gradually rise (up to a max bonus of 25% at a rate of +0.4% per month).

The casus belli also determines what peace terms may be demanded at no or reduced Diplomatic power.png diplomatic power cost; additionally, some CBs disallow some peace terms entirely. Extracting additional concessions beyond those of the original CB (unjustified demands) will cost Diplomatic power.png diplomatic power to be demanded.

List of casus belli[edit | edit source]

War goals[edit | edit source]

Each CB has an associated war goal. This describes what each side has to do to get ticking warscore, i.e. additional warscore over time from having accomplished the goal. Wargoals include:

  • Take province / Defend province: Control a specific province. This may be a province chosen on declaring the war, or the capital. Each side gets ticking warscore as long as they control the target. Neither side gets ticking warscore if a third party (e.g. rebels) controls it.
  • Show superiority: Have at least 10% warscore from battles. No side gets ticking warscore if neither has said warscore from battles
  • Blockade ports: Amount and rate of ticking warscore scales by the proportion of blockading.

Triggered[edit | edit source]

A triggered casus belli appears when certain actions are performed (like insulting other countries), and can also be given by events and missions. Triggered casus belli only last for a certain amount of time before they expire and are no longer valid. Without Art of War.png Art of War, none of these CBs can be used by an overlord on a subject's behalf. The duration of the CBs is listed in months.

Unless otherwise noted, aggressive expansion, prestige and warscore cost modifiers and affected peace offers are the ones for the attacker only; for the defender, they are all 100% and the defender can also take provinces without spending diplomatic power.

Casus belli Wargoal Time Icon.png Duration Aggressive expansion impact.png modifier Yearly prestige.png modifier War score.png cost modifier Acquisition Affected peace offers
Restoration of Union Take capital 240 100% 100% 100% Given by missions or to senior personal union partner when a junior partner becomes independent, for a total warscore cost of 60%. Also given to countries with royal ties to a monarchy who introduces a new heir.
  • Attacker is monarchy or Dutch Republic
  • Attacker is not revolutionary
  • Defender is monarchy, Ambrosian Republic, or Flag of Naples Naples after breaking to republican rebels
  • Defender is not a subject country
  • Form personal union
  • Cede province
    • Only if also forming a personal union
Hundred Years War Take capital 240 attacker:
100%
100% 100% Only triggered by the event The Surrender of Maine. Attacker:
  • Form personal union
defender:
25%
100% 75% Defender:
  • Cede province
    • Only on cored provinces
  • Return core
Force Union Take capital 360 100% 100% 100% Given to Flag of England England or Flag of Great Britain Great Britain when they complete the mission Strategic Control.
  • Form personal union
  • Cede provinces
    • Only if also forming a personal union
Defected Province Take target province 12 100% attacker:

200%

50% When a province defects due to rebels
  • Cede province
    • Only on provinces that defected from the aggressor in the past 12 months
Canceled Loan Superiority 12 100% attacker:

200%

75% Given to debtor when creditor defaults on a loan
  • Gold
  • Concede defeat
  • Transfer trade power
  • Steer trade
Discovered Spy Superiority 12 100% attacker:

200%

75% Given by two Japanese events involving ninja
  • Revoke core
  • Gold
  • Concede defeat
Disloyal Vassal Take capital 120 100% attacker:

200%

50% Given to overlord when a vassal breaks free
  • Demand vassalization
Imperial Liberation Take target province 60 100% 200% 75% Given to the Emperor when he demands unlawful territory and the other country refuses
  • Cede province
    • Only on HRE provinces with the “Unlawful Territory” province modifier
  • Cancel subject
  • Release country
  • Return core
Diplomatic Insult Superiority 12 100% 200% 75% By event and the "Send Insult" diplomatic action
  • Revoke core
  • Gold
  • Concede defeat
  • Humiliation

These options and modifiers also affect the defender.

Dishonored Call Superiority 96 100% 200% 75% When an ally refuses a call to arms
  • Revoke core
  • Gold
  • Concede defeat
  • Humiliation
Subjugation Take capital 120 100% 200% 100% From vassalization missions and Nobility estate agendas
  • Demand vassalization (warscore cost is capped at 90%)
Obscure Documents Take capital 12 100% 100% 150% By Russian "Time of Troubles" disaster event "False Dimitri Overthrown"
  • Form personal union
  • Cede province
Religious Unity Take capital 24 100% 200% 75% Given to the emperor when an HRE member refuses the emperor's demand for religious conformance
  • Force change religion
Border Friction Take target province 12 75% 100% 75% Some events
  • Cede province
    • Only on neighbouring non-capital provinces
  • Concede defeat
Trade War Superiority 24 100% 200% 75% By event
Not to be confused with Trade Dispute or Trade Conflict.
  • Revoke core
  • Gold
  • Concede defeat
  • Transfer trade power
  • Steer trade
  • Can't:
    • Cede province
    • Return core
    • Revoke core
    • Cancel subject
    • Liberate country
    • Demand vassalization
    • Force tributary status
    • Transfer vassals
    • Form personal union
Trade Conflict Blockade ports 24 100% 100% 100% Via the "Justify Trade Conflict" covert action
Not available to Merchant Republics (they get their own version, see below).
  • Gold
  • Concede defeat
  • Transfer trade power
    • Costs 50% less warscore
  • Steer trade
  • Can't:
    • Cede province
    • Return core
    • Revoke core
    • Cancel subject
    • Liberate country
    • Demand vassalization
    • Force tributary status
    • Transfer vassals
    • Form personal union
Trade League Dispute Blockade ports 24 100% 100% 100% Available to the leader of a trade league against countries they could otherwise justify a trade conflict against.
  • Gold
  • Concede defeat
  • Transfer trade power
    • Costs 50% less warscore
  • Steer trade
  • Can't:
    • Cede province
    • Return core
    • Revoke core
    • Cancel subject
    • Liberate country
    • Demand vassalization
    • Force tributary status
    • Transfer vassals
    • Form personal union
Annexation War Take capital 24 50% 100% 100% Only used for the historical Spanish conquest of the Incas (1531–1533)
This CB is broken and doesn't work properly, nor can it be obtained normally. It could have been a colonial conquest CB.
  • Cede province
    • Only on claimed provinces
Government Form War Take capital 120 75% 100% 100% By event (Flag of Milan Milan's and Flag of Naples Naples' independent Catholic monarchy neighbours when they become republics by event)
  • Force change government type
  • Cede province
    • Only on core, claimed, or neighbouring provinces
Forced ally to break alliance Superiority 120 100% 200% 75% Given when a Great Power forces an ally to break their alliance with the country.
  • Revoke core
  • Gold
  • Concede defeat
  • Humiliation
Crush the Peasantry Take capital 120 75% 100% 100% Against HRE Peasant Republics (initially Flag of Dithmarschen Dithmarschen and Flag of East Frisia East Frisia)
  • for the Emperor during the imperial incident “The Fate of the Peasantry”
  • for neighbouring HRE non-republics after said incident if the empire voted to “Crush the remaining agitators.”
  • Force change government type
  • Cede province
    • Only on core, claimed, or neighbouring provinces
Peasant Revolt Take capital 120 75% 100% 100% For HRE Peasant Republics (initially Flag of Dithmarschen Dithmarschen and Flag of East Frisia East Frisia) against their non-republic HRE neighbours
  • during the imperial incident “The Fate of the Peasantry”
  • after said incident if the empire voted to “Grant concessions to the peasantry” and countries broke to peasant rebels at least 10 times during the incident.
  • Enforce Peasant Rule
    • Will turn the defender into a Peasant Republic
  • Cede province
    • Only on core, claimed, or neighbouring provinces
Holy War
Feast of Pheasants
Superiority 60 75% 125% 100% With Emperor Emperor, given to Flag of Burgundy Burgundy and (some) other European countries of the same religion against Flag of Ottomans Ottomans when Burgundy completes the mission “Feast of Pheasants”.
  • Attacker and defender belong to different religion groups
  • Attacker and defender have different religions, taking syncretic religions into account
  • Cede province

This option and the modifiers also affect the defender.

Force Tributary State
Mission reward
Take capital 300 50% 200% 50% Given by the japanese mission Imperial Mandate and several polynesian missions
  • Force tributary status
  • Cede province
    • Only if also forcing tributary status
Imperial Reconquest Take capital 120 25% 100 100% The Emperor declares war on Flag of Switzerland Switzerland with this CB during the imperial incident Switzerland and the Empire if he decides that “Membership is not optional.”
  • Reintegrate into Empire
    • Defender and its subjects join the Empire and the emperor gains Imperial authority.png 25 imperial authority.
  • Liberate country
Imperial Realm War Superiority 60 attacker:
100%
75% 100%

Given to the emperor by the diplomatic action “Declare Reichskrieg” which costs 25 IA and can only be used when:

  • The Emperor Emperor expansion is active
  • The reform “Reichskrieg” has been passed
  • The target country fulfills the following conditions:
    • is not a member of the HRE
    • borders the HRE
    • has more development than the emperor

All HRE members automatically join the war on the emperor's side when this CB is used.

  • Cede province
  • Expand empire (warscore cost is capped at 90%)
  • Liberate country
defender:
75%
125% 100%

Automatic[edit | edit source]

An automatic casus belli is given when certain conditions between the attacker and the defender are met. These last as long as the condition is still satisfied. The "advanced casus belli" are Imperialism and Nationalism and are gained at diplomatic technology 23.

Casus belli Wargoal Conditions Aggressive expansion impact.png modifier Yearly prestige.png modifier War score.png cost modifier Affected peace offers
Humiliate Rival Take capital
  • Attacker does not have a truce with defender
  • Attacker is a player
  • Defender is attacker's rival
  • Attacker is not revolutionary
100% 125% 100%
  • Revoke core
  • Gold
  • Annul treaties
  • Transfer trade power
  • Steer trade
  • Humiliate
  • May Show Strength
  • Can't:
    • Cede province
    • Return core
    • Cancel subject
    • Liberate country
    • Demand vassalization
    • Transfer vassals
    • Force tributary status
    • Form personal union
Conquest Take target province
  • Defender holds province with attacker's claim

With Art of War.png Art of War, may be used by an overlord on a subject's behalf.

100% 100% 100%
  • Cede province
    • Only on claimed or core provinces

This also affects the defender.

Reconquest Take target province
  • Defender holds province with attacker's core

With Art of War.png Art of War, may be used by an overlord on a subject's behalf.

25% 200% 75%
  • Cede province
    • Only on core provinces
  • Return core

These options and modifiers also affect the defender.

Independence Defend capital attacker:
100%
100% 75%
  • Concede defeat
  • Demand Independence (23% warscore)
defender:
50%
  • Cede province
Colonial Independence Defend capital attacker:
100%
100% 75%
  • Concede defeat
  • Demand Independence (23% warscore)
defender:
50%
  • Cede province
Nationalism Take target province
  • Attacker has Diplomatic technology.png diplomatic technology level 23
  • Attacker is not a subject nation, or is a tributary
  • Defender holds a province in attacker's culture group
  • Attacker is not revolutionary
50% 150% 50%
  • Cede province
    • Only on provinces in victor's culture group

These options and modifiers also affect the defender.

Imperialism Take capital
  • Attacker has diplomatic technology level 23, or has Invasion modifier (only for Jan Mayen and Synthetics in an unmodded game)
  • Attacker is not a subject nation, or is a tributary
  • Attacker is not revolutionary
  • Attacker does not have government reform “War Against the World Doctrine”
75% 100% 75%
  • Cede province

These options and modifiers also affect the defender.

Contain Hegemon Take capital
  • Attacker is not a hegemon
  • Defender is a hegemon (requires Emperor Emperor)
75% 100% 75%
  • Cede province

These options and modifiers also affect the defender.

War Against the World Take capital
  • Attacker is not a subject nation, or is a tributary
  • Attacker is not revolutionary
  • Attacker has government reform “War Against the World Doctrine” (requires Pirate Republic government)
75% 100% 75%
  • Cede province

These options and modifiers also affect the defender.

War for the Emperor
Subject Daimyo attacking the Shogun
Take capital 75% 100% 100%
  • Cede province
    • Only on provinces owned by daimyo or the Shogun
War for the Emperor
Independent Daimyo attacking the Shogun
Take capital 75% 100% 100%
  • Cede province
    • Only on provinces owned by daimyo or the Shogun
Annex Daimyo Take capital 75% 100% 100%
  • Cede province
    • Only on provinces owned by daimyo
Sengoku Take capital 75% 100% 100%
  • Cede province
    • Only on provinces owned by daimyo
Colonialism Take target colony
  • Attacker has a colonial claim against defender. This means:
    • Attacker or their subject colonial nation owns land that is overseas for attacker
    • Defender owns land that is overseas for them or they are a colonial subject
    • These respective provinces neighbour each other
  • Attacker is not revolutionary
attacker:
25%
50% 25% (125% for all peace terms which are not covered by the CB)
  • Cede province
    • Only on the provinces that could trigger the CB for either side
defender:
25%
100% 50%
Liberation Take capital
  • Available to France after completing the mission "American Independence", otherwise only used in historical wars
100% 300% 75%
  • Cancel subjects
  • Liberate country
  • Return core
Holy War Superiority
  • Attacker does not have the tier 8 theocracy government reform “The Global Crusade”
  • Attacker neighbours defender
  • Attacker and defender belong to different religion groups
  • Attacker and defender have different religions, taking syncretic religions into account
  • One of:
    • Attacker has Religious idea "Deus Vult"
    • Attacker is Catholic, and the Curia controller has declared a crusade on defender
    • With Emperor Emperor: attacker is Muslim, and their religion's tier 3 or higher Defender of the Faith has declared a jihad on the target province (Jerusalem, Mecca, or Medina) because it is owned by a non-Muslim country
  • Attacker is not revolutionary
75% 125% 100%
  • Cede province

This option and the modifiers also apply to the defender.

Defender of the Faith Defend country
Win "decisive" battles. Target is a country that's at war with defender (which doesn't join the war).
  • Target is the same religion as attacker
  • Attacker is Defender of the Faith
  • Attacker neighbours defender
  • Attacker and defender have different religions, taking syncretic religions into account
  • Attacker has Religious idea "Deus Vult"
  • Attacker is not revolutionary
  • One of:
    • Peace of Westphalia has not occurred (Always true if Art of War is not active.)
    • Attacker and defender are not both members of the Holy Roman Empire

Normally a country of the same religion being attacked by a heretic or heathen country will trigger a call to arms for the defender of the faith. This CB is available to defend countries where such a call couldn't happen (e.g. because the target is a secondary participant, existing wars blocked the call, or they weren't DOTF at the time).

100% 200% 75%
  • Cancel subject
  • Liberate country
  • Return core
  • Revoke core
  • Gold
  • Concede defeat
  • Cede province
Cleansing of Heresy Superiority
  • Attacker neighbours defender
  • Attacker has Religious idea "Deus Vult", or defender had event “The Heretic King” since the last change of ruler and chose the option “Stay true to Christ!”
  • Attacker and defender belong to the same religion group
  • Attacker and defender have different religion, taking syncretic religions into account
  • If Art of War is active and attacker and defender are both in the HRE: the Peace of Westphalia has not occurred
  • Attacker is not revolutionary
75% 200% 100%
  • Force change religion
  • Cede province
Excommunication War / Excommunicated Ruler Superiority
  • Attacker is Catholic and not excommunicated
  • Defender is Catholic and is excommunicated
  • Attacker neighbours defender
  • One of:
    • Peace of Westphalia has not occurred (Always true if Art of War is not active.)
    • Attacker and defender are not both members of the Holy Roman Empire
  • Attacker is not revolutionary
50% 125% 100%
  • Cancel subject
  • Liberate country
  • Return core
  • Cede province
    • Only on core, claimed or neighbouring provinces owned by excommunicated Catholics
  • Revoke core
  • Demand vassalization
  • Gold
  • Concede defeat
Trade Dispute Superiority
  • One of:
    • Defender embargoes attacker, but attacker does not embargo defender
    • Both countries are Merchant Republics
  • Attacker is not revolutionary
100% 200% 75%
  • Revoke core
  • Gold
  • Concede defeat
  • Transfer trade power
  • Steer trade
  • Can't:
    • Cede province
    • Return core
    • Revoke core
    • Cancel subject
    • Transfer vassals
    • Liberate country
    • Demand vassalization
    • Force tributary status
    • Form personal union

These options and modifiers also affect the defender.

Trade League Dispute Superiority
  • Attacker is leader of a trade league
  • Attacker is not embargoed by defender
  • A member of attacker's trade league is embargoed by defender
  • Attacker is not revolutionary
100% 200% 75%
  • Revoke core
  • Gold
  • Concede defeat
  • Transfer trade power
  • Steer trade
  • Can't:
    • Cede province
    • Return core
    • Revoke core
    • Cancel subject
    • Liberate country
    • Demand vassalization
    • Transfer vassals
    • Force tributary status
    • Form personal union

These options and modifiers also affect the defender.

Imperial Ban Take target province
  • Attacker is Holy Roman Emperor
  • Imperial reform “Call for Reichsreform” has been enacted
  • Defender is not in HRE, but holds an HRE province
  • Attacker is not revolutionary
100% 200% 75%
  • Cancel subject
  • Liberate country
  • Return core
  • Cede province
    • Only on HRE provinces held by non-HRE country. Cannot demand non-HRE provinces even for normal cost
Coalition Superiority
  • Attacker is in a coalition against defender
  • Coalition has at least 3 members
  • Attacker is not revolutionary
10% 100% 75%
  • Cancel subject
  • Liberate country
  • Return core
  • Revoke core
  • Gold
  • Concede defeat
  • Cede province
    • Only on primary defender's core provinces

The attacking war leader gets +30 war enthusiasm with this CB.

Claim on Throne Take capital
  • Attacker has a succession claim on defender (usually because of the "Claim Throne" diplomatic action)
  • Attacker is not revolutionary
attacker:
100%
200% 140%
  • Form personal union (84% warscore cost)
  • Cede province (only if also forming a union)
defender:
50%
100% 75%
  • Cede province
    • Only on core provinces
Tribal Conquest Superiority
  • Attacker neighbours defender
  • Attacker is Steppe Nomad
  • Defender is not Steppe Nomad
  • Attacker is not revolutionary
75% 100% 100%
  • Cede province
  • Demand vassalization
  • Force tributary status
  • Gold

These options and modifiers also affect the defender.

Tribal Feud Take target province
  • Both countries are Steppe Nomads
  • Attacker neighbours defender
  • Attacker is not revolutionary
75% 100% 100%
  • Cede province
  • Demand vassalization
  • Force tributary status
  • Gold

These options and modifiers also affect the defender.

Revoke Electorate Take capital
  • Common Sense.png Common Sense is not active Use "Revoke Electorate" diplomatic action instead.
  • Art of War.png Art of War is not active Apparently it breaks the religious league system.
  • Attacker is Holy Roman Emperor
  • Defender is an elector
  • Attacker and defender have different religion
  • Attacker is not revolutionary
100% 200% 75%
  • Revoke electorate
Liberate Elector Superiority
  • Attacker is Holy Roman Emperor
  • Defender has an elector subject
  • Attacker is not revolutionary
100% 150% 75%
  • Cancel subject
  • Liberate country
  • Return core
Trade Protection Blockade ports
  • Attacker's home trade node, or one where they have a merchant:
    • Attacker has at least 10% share of trade power
    • Defender's privateers have at least 1% share of trade power
  • Attacker is not revolutionary
100% 100% 100%
  • Gold
  • Concede defeat
  • Transfer trade power
    • Costs half amount of warscore
  • Steer trade
  • (Attacker only) Can't:
    • Cede province
Crush the Revolution Take capital
  • Attacker neighbours defender or the distance between the borders is less than 200
  • Attacker is not revolutionary
  • Attacker is not a subject, or is a tributary
  • Attacker does not have a truce with defender
  • Defender is revolutionary
50% 150% 50%
  • Demand vassalization
  • Cede province
    • Only if also dismantling/spreading the revolution (as appropriate)
  • Revoke core
  • Cancel subject
  • Liberate country
  • Gold
  • Concede defeat
  • Annul treaties
  • (Attacker only) Dismantle the revolution
  • (Defender only) Spread the revolution

Except as noted above, these options and modifiers also affect the defender. Both sides get an additional +50 war enthusiasm when at war with this CB.

Spread the Revolution Superiority
  • Attacker is revolutionary
  • Attacker is a player, or attacker's capital is in Europe, or attacker is the revolution target
  • Defender is not attacker's subject
  • Defender is not revolutionary
50% 150% 50%
  • Demand vassalization
  • Cede province
    • Only if also dismantling/spreading the revolution (as appropriate)
  • Revoke core
  • Cancel subject
  • Release country
  • Gold
  • Annul treaties
  • (Attacker only) Spread the revolution
  • (Defender only) Dismantle the revolution

Except as noted above, these options and modifiers also affect the defender.

Unify China

While being the war leader in a war which was declared with this CB, a country which has the Celestial Empire or Chinese Kingdom government reform, gains cores on all provinces in the China subcontinent which it occupies

Superiority
  • Attacker is not a subject nation, or is a tributary
  • One of the following:
  • Defender is not a subject of the attacker
  • If the Mandate of Heaven.png Mandate of Heaven expansion is not active, the primary culture of the defender is in the Chinese group
  • Defender owns at least one province in North China, Xinan, or South China region
  • Defender does not have the “Mandate of Heaven” modifier
  • Defender is not the emperor of China
  • Attacker neighbours defender
25% 150% 50% Attacker:
  • Cede province
    • Only on provinces in the China subcontinent
  • Can't:
    • Force tributary status
Defender:
  • Cede province
    • Only on provinces in the South China, Xinan or South China region or with culture in the same group as defender
Take Mandate of Heaven Take capital
  • The Mandate of Heaven.png Mandate of Heaven expansion is active
  • Attacker is not a subject country
  • Attacker neighbours defender
  • Attacker does not have government reform Shogunate
  • Defender is the Emperor of China
  • Attacker's religion is in pagan or Eastern group
  • Attacker does not have a truce with defender
  • Attacker is not revolutionary
  • One of the following:
    • Attacker is a player
    • Attacker is in the Chinese culture group
    • Attacker owns an accepted culture province whose culture is in the Chinese culture group
50% 100% 50% Attacker:
  • Cede province
  • Take Mandate of Heaven
Defender:
  • Cede province
Humiliate Take capital
  • The Conquest of Paradise.png Conquest of Paradise expansion is active
  • Attacker's government is Native
  • Attacker does not have a truce with defender
  • Both attacker and defender only own one province
  • Attacker neighbours defender
  • Attacker is not revolutionary
0% 0% 0%
  • Humiliate
  • Gold
  • Can't annex or vassalize enemies
Religious League Superiority
  • The Art of War.png Art of War expansion is active
  • Neither country is already in a league war
  • Defender is Holy Roman Emperor
  • Attacker is league leader
  • Attacker is heretic to HRE
  • Attacker is in opposing league
  • Attacker is not revolutionary
50% 150% 50%
  • Demand vassalization
  • Cede province
  • Revoke core
  • Cancel subject
  • Release country
  • Force change religion
  • Gold
  • Annul treaties
  • Religious supremacy

Both sides get an additional +50 war enthusiasm when at war with this CB.

Support Rebels Take capital
  • The Art of War.png Art of War expansion is active
  • Rebel faction that attacker is supporting has risen in revolt against defender
100% 200% 50%
  • Enforce rebel demands

While at war with this CB, the targeted rebels' armies are friendly to attacker.

Maya Confederation Take capital
  • The El Dorado.png El Dorado expansion is active
  • Attacker has Mayan religion
  • Attacker is not a subject nation, or is a tributary
  • Attacker has not reformed their religion
  • Defender is not a subject of attacker
  • Defender is in pagan religious group
  • Attacker neighbours defender
75% 100% 75%
  • Cede province
Flower Wars Take capital
  • The El Dorado.png El Dorado expansion is active
  • Attacker's religion is Nahuatl
  • Attacker is not a subject nation, or is a tributary
  • Attacker has not reformed the religion
  • Defender is not a subject of attacker
  • Attacker neighbors defender
100% 200% 50%
  • Demand vassalization
Force Migration Take capital
  • Conquest of Paradise.png Conquest of Paradise expansion is active
  • Attacker is a migratory nation or is a native tribe
  • Defender is a migratory nation
  • If the defender is a native tribe, its capital is in the tribal land of the attacker
attacker:
50%
100% 200%
  • (Defender only) Cede province[3]
    • Only on neighbouring provinces that aren't the loser's capital
  • Cede tribal land
    • Only if bordering attacker's tribal land
    • (Attacker only) Only if also forcing migration[4]
  • (Attacker only) Force migration
  • Humiliate
  • Gold
  • May Show Strength (even against non-rivals)
  • Can't:
    • Demand vassalization (this doesn't affect separate peace deals)
    • Transfer vassals (this doesn't affect separate peace deals)
    • Force tributary status (this doesn't affect separate peace deals)
defender:
50%
100% 100%
Force Tributary State Take capital
  • Mandate of Heaven.png Mandate of Heaven expansion is active
  • Attacker is Emperor of China
  • Defender is not a subject nation
  • Attacker neighbors defender
  • If the attacker is an AI and has its capital in the China subcontinent or Japan region, the defender's capital is not in that subcontinent/region
50% 200% 50%
  • Force tributary status
  • Cede province
    • Only if also forcing tributary status
Expand Empire Take capital
  • The Emperor Emperor expansion is active
  • Attacker is the Holy Roman Emperor
  • The reform “Absolute Reichsstabilität” has been passed
  • Defender is a valid target for the "Expand empire" peace deal
  • Defender is in the same religion group as attacker
  • Defender is on the same continent as attacker
  • Defender is not a member of the Holy Roman Empire
  • Defender neighbours any province that is part of the empire
25% 25% 100%
  • Expand empire (Forces defender, all their subjects, and all their provinces to join the empire)
Great Holy War Superiority
  • Attacker has the tier 8 theocracy government reform "The Global Crusade"
  • One of:
    • Attacker neighbours defender
    • Attacker has a claim on defender
    • Attacker has Religious idea "Deus Vult"
    • Defender is in pagan religious group, and attacker has completed Exploration ideas or has the "Mission to Civilize" tier 2 government reform
  • Attacker and defender belong to different religion groups
  • Attacker and defender have different religions, taking syncretic religions into account
  • Attacker is not revolutionary
75% 200% 75%
  • Cede province
  • Cancel subject
  • (Attacker only) Force change religion

Except as noted above, these options and modifiers also affect the defender.

Majapahit Campaigns Take capital 80% 150% 80%
  • Demand vassalization (max 72% warscore)
  • Force tributary status (max 72% warscore)
  • Cede province
    • Only if also forcing vassalization or tributary status
Malacca Campaigns Take capital
  • Attacker has completed the Malaccan mission Destroy Majapahit
  • Defender is not a subject nation, or is a tributary
  • Defender is in the Malay culture group
80% 150% 80%
  • Demand vassalization (max 72% warscore)
  • Force tributary status (max 72% warscore)
  • Cede province
    • Only if also forcing vassalization or tributary status
Sword of Islam Superiority
  • Attacker has completed the Pasai/Aceh mission
  • Attacker's religion is Sunni
  • Defender is not Muslim
  • Defender meets certain requirements depending on Pasai missions completed by attacker:
75% 200% 75%
  • Cede province
  • Cancel subject
  • (Attacker only) Force change religion

Except as noted above, these options and modifiers also affect the defender.

Tribal Border Feud Superiority
  • The Conquest of Paradise.png Conquest of Paradise expansion is active
  • Attacker and defender are native tribes
  • If attacker's capital is in defender's tribal land: attacker neighbours defender
  • Otherwise: any tribal land of the attacker borders tribal land of the defender (this includes tribal land which is settled)
attacker:
100%
100% 100%
  • Cede province
    • Only on non-capital border provinces
  • Cede tribal land
    • Only on bordering tribal land
  • Gold
  • (Attacker only) Force migration
  • (Attacker only) Can't:
    • Demand vassalization
    • Force tributary status
defender:
50%
Push back the colonizers Superiority
  • The Conquest of Paradise.png Conquest of Paradise expansion is active
  • Attacker is a native tribe
  • Defender isn't a native tribe
  • Either the attacker neighbours the defender or the defender owns a province which is a tribal land of the attacker
100% 100% 100%
  • Abandon colonies
  • Cede province
  • (Attacker only) Can't:
    • Demand vassalization (this doesn't affect separate peace deals)
    • Transfer vassals (this doesn't affect separate peace deals)
    • Force tributary status (this doesn't affect separate peace deals)

Conquest details[edit | edit source]

Having a claim allows the selection of the targeted province as a wargoal. The covert Fabricate Claims diplomatic action provides a claim on a single province (for details of which provinces can have claims fabricated on them, see Espionage § Covert actions). This is an immediate action that costs a certain number of points of spy network strength, starting at 20 and increasing by 5 spy network points per existing claim. In addition, many missions, events and unification national decisions give permanent or temporary claims, sometimes on a large region. There are also some events, such as Border Friction, that allow claims to be gained.

A temporary claim will expire in 25 years after a nation first gets the claim (permanent claims never expire). A claim can't expire during a war with the province's owner; permanent claims never expire, though they can still be given up in a peace deal. Regardless of CB used, claims provide Core-creation cost.png −10% core creation cost, or −25% for a permanent claim.

Choosing a CB[edit | edit source]

Conquest is ordinarily the easiest CB to get by simply fabricating a claim, but also the least useful. Taking too many provinces can quickly result in a large coalition being formed against the country due to aggressive expansion (AE). It is still desirable to fabricate claims before fighting, in order to reduce coring cost and time, and the diplomatic point cost.

  • Holy War and Cleansing of Heresy work on any heathen or heretic, which also removes diplomatic point cost for taking any province, and are both unlocked by the last Religious idea.
  • If you have a special CB due to your government form or religion that allows you to take land, you'll usually be better off using it when possible, since it's tailored to your needs. Claims are still useful in these situations, but not strictly necessary. Daimyo, Maya reforming the religion, the Emperor of China, and steppe hordes all want to conquer land with less AE and maybe warscore cost, while Nahuatl trying to reform the religion want cheaper vassalization. The revolution target wants to Spread the Revolution (in fact it can hardly do much more), while their monarchist neighbours want to Crush the Revolution.
    • Becoming revolutionary is a common world conquest strategy, because the bonuses of being the revolution target and the reduced warscore and diplomatic power cost of the revolutionary CB, in combination with Administrative efficiency.png administrative efficiency from high Revolutionary zeal.png revolutionary zeal, make it possible to conquer huge amounts of land very quickly.
  • Note that a casus belli only reduces the cost of provinces that fulfill its criteria. For instance, Colonialism has 25% aggressive expansion and 50% warscore cost, but only for taking provinces that are overseas for both or from overseas colonial nations. Provinces on the same continent as the target's capital or directly connected to the capital will incur full costs (unless they're a colonial nation). When choosing such a CB, it will list the names of all the applying provinces, or show the number of these provinces if there are too many.
  • Also note that the reduced warscore cost also affects options that are set on total province cost. So if a country's warscore cost is just over 100, the reduced cost for being wargoal might just make the country annexable/vassalizable.

If the goal of the war is not to seize territory or force-vassalize, then the choice of CB is less important, since extorting money or releasing nations doesn't cause AE. Conquest is fine to use in such a situation. If the country happens to be a rival and releasing vassals or countries is not desired, the special Humiliate Rival CB is ideally suited for this purpose. The drawback is that allies can't be called in on a promise of land with a CB that can't be used to fulfil that promise, so you will need favours.

Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology

/Europa Universalis IV/common/cb_types/00_cb_types

  1. the base aggressive expansion gets increased by various factors. See AE for details.
  2. Does not have the flag burgundy_during_imperial_incident. This gets set for Flag of Burgundy Burgundy by the event The Burgundian Succession and gets removed by several of the later events of the event chain
  3. Script permits attacker demanding provinces, but defender will only be able to cede their capital, which is blocked. Migrating to own tribal land and then settling down, which would be a way for defender to get more provinces, is not allowed while the war is ongoing.
  4. Attacker can demand the tribal land that the defender is being forced to migrate to, but then the migration will fail.