Formable countries

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Revision as of 07:06, 10 June 2020 by Gumcel (talk | contribs) (Reformable countries)
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A formable country is one that does not exist at the beginning of the game (although it might in later historical starts) but can be formed if certain conditions are met. A reformable country is one that does start as an independent nation but if it ceases to exist, then other countries with similar culture may transform into it, adopting their flag, ideas, and identity. All the relevant formation decisions can be found in their respective country pages (unless otherwise stated).

Formable countries

All of these formation decisions require that the game is using the historical setup.

Former colonial nations

The following nations can only be formed by former colonial nations who have achieved independence. Unlike other formable nations, these can be formed in games using the random setup. A country can only form one of these nations during a scenario. Except for Brazil, Canada, Mexico, Quebec, Texas, and the United States, these nations don't have unique ideas or events, so the formation decisions are mostly cosmetic, although they usually provide prestige and permanent claims on their respective regions.

Reformable countries

The following nations exist at the 1444 start, but can be reformed by other nations if they cease to exist:

End-game tags

Some countries are end game tags. These countries are not allowed to form other countries even if they otherwise meet the prerequisites.[1] Three exceptions are the last imperial reform creating the Flag of Holy Roman Empire Holy Roman Empire, the Flag of Roman Empire Roman Empire restoration decision, and Flag of Yuan Yuan forming the Flag of Mongol Empire Mongol Empire. However, you cannot restore the Flag of Roman Empire Roman Empire as the Flag of Holy Roman Empire Holy Roman Empire or the Flag of Papal States Papal States.

Effects of formation

  • Most formable countries have unique national ideas. An event triggered by the formation decision gives a choice between switching ideas or keeping the existing set. Note that custom nations cannot change ideas this way.
  • Formation of a new country changes "historical rival" attitudes regarding other countries. For example, if Christian Flag of Ottomans Ottomans form Flag of Roman Empire Roman Empire, they will no longer be historical rivals with Flag of Austria Austria. This also applies inversely; if Flag of Burgundy Burgundy form Flag of France France, they will become historical rivals with Flag of Austria Austria.
  • Although diplomatic relations (alliances and rivalries) won't change, the attitude of other non-rival countries will temporarily become "unknown" (for a month or so). This can cause an ally to announce the newly formed country as rival, if this ally is below the rivals limit. For example, if Flag of Morocco Morocco is allied to Flag of Granada Granada and has fewer than 3 rivals, and Granada forms Flag of Andalusia Andalusia, then Morocco will immediately rival Andalusia upon formation.
  • Nation formation and reformation can form part of a strategy for reducing core creation cost. Permanent claims given by formation decisions give valuable bonuses such as −25% Core Icon.png core creation cost and casus belli over a large area. Moreover, re-forming a destroyed nation allows cores to be conquered for no administrative power or diplo-annexed for no diplomatic power.
  • Forming another nation while being the Emperor of china icon.png Emperor of China resets ALL reforms made as the previous nation. This is important to keep in mind if looking to form Flag of Qing Qing or Flag of Yuan Yuan.


  1. These country decisions with was_never_end_game_tag_trigger = yes block these tags specifically.