Difference between revisions of "Ireland"

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(Optional Step: Down with the King!)
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{{version|1.1}}
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{{Version|compilation}}
 
{{Country
 
{{Country
|Government=Feudal Monarchy
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|Government=Feudal Nobility
 
|Culture=Irish (Celtic)
 
|Culture=Irish (Celtic)
 
|Religion=Catholic
 
|Religion=Catholic
|Capital=Meath (373)
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|Capital=Pale (373)
 
|Tech=Western
 
|Tech=Western
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|Rank=Kingdom
 +
|Ideas=Ireland
 
}}
 
}}
{{idea group/Irish}}
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'''Ireland''' is a [[formable nation]] in the British Isles. It is usually created from one of the 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 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]].  
'''Ireland''' is a formable nation in the British Isles. It is usually created from one of the four 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 5 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==
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== Formation ==
{{SVersion|1.8}}
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{{box wrapper}}
{{Decision
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{{#lst:Formation decisions|irish_nation}}
|decision_name=Form Irish Nation
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{{end box wrapper}}
|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=*Ireland does not exist
 
*Is not the [[Papal States]] or the [[Holy Roman Empire]]
 
*[[Culture|Primary culture]] is Irish
 
*Is either human or AI with at least 3 provinces
 
*Is not a [[colonial nation]]
 
*Any of the following:
 
**Is not a former [[colonial nation]]
 
**Is a human former [[colonial nation]]
 
|allow=*Is at peace
 
*Is not a [[subject nation]]
 
*Has level 10 [[Technology|administrative technology]]
 
*Owns all of the following:
 
**Ulster, Meath, Leinster, Munster, Connaught
 
|effect=*Changes country to Ireland
 
*Add the country modifier "Increased Centralization" for 20 years:
 
**{{icon|global tax modifier}}{{green|+10%}} global tax modifier
 
**{{icon|global unrest}}{{red|+1}} unrest
 
*Gain {{icon|prestige}}{{green|10}} prestige
 
|comment=  <!-- optional -->
 
}}
 
 
 
=Minor states=
 
{{SVersion|1.8}}
 
The island and game ''region'' of Ireland, in 1444, is occupied by four [[OPM|one-province minor states]] and a province under [[England|English]] control. If liberated, these five independent one-province states all share the same cultures, technologies, idea groups, flavour and graphics, and strategy choices are nearly identical for all of them.
 
 
 
The Irish states have the opportunity to unify the entire island under the Kingdom of Ireland.
 
 
 
All listed countries are Feudal Monarchies, have the Catholic religion, and have Irish (Celtic) as their primary culture.
 
 
 
==List of minor states==
 
{|width=100% class="mildtable"
 
|-
 
! width=20% | State
 
! width=15% | Capital
 
! width=35% | Notes
 
|-
 
|[[File:Connacht.png|100px|left|border]]
 
====Connacht====
 
|Connaught (376)
 
|Connacht is a country and a western province of Ireland ruled by the O'Conor Don dynasty. 'Connaught' is the anglicised form of the Irish 'Connacht'.
 
|-
 
|[[File:Munster.png|100px|left|border]]
 
====Munster====
 
|Munster (375)
 
|{{distinguish|Münster{{!}}Münster (Germany)}}
 
Munster is an independent country the south-west of Ireland occupying the province of Munster. The capital of Munster is Cork. When controlled by AI, the other three minors are usually conquered by Munster. However, the AI Munster is easily conquered by England later.
 
|-
 
|[[File:Leinster.png|100px|left|border]]
 
 
 
====Leinster====
 
|Leinster (374)
 
|Leinster, starting in 1444, is one of the 4 Irish one-province minors which take up the majority of Ireland. Leinster starts with a small army comprised of 3 units of infantrymen. As with all other Irish minors, Leinster starts in a rather vulnerable position due to it sharing a land border with England, a country with an army nearly quadruple its size. Leinster is part of the Celtic culture group and so has better relations with the only other Celtic nation at this time, Brittany. Nowadays, Leinster comprises the in-game provinces Leinster and Meath and is the most populous province in Ireland.
 
|-
 
|[[File:Tyrone.png|100px|left|border]]
 
====Tyrone====
 
|Ulster (372)
 
|Tyrone (Irish: '''Tír Eoghain''', meaning "Land of Eoghan") begins as the ruler of the Irish province of [[Ulster]] in the north of Ireland under Eoghan II O'Neill (historically known as ''Eoghan mac Néill Óg''). The country of Tyrone takes its name and flag from County Tyrone, one of the six counties in present-day Northern Ireland, and one of the nine counties in Ulster.
 
  
The capital of the province of Ulster is Carrickfergus, located in present-day County Antrim just north of Belfast. Belfast is the modern capital.
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== Missions ==
|-
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{{Main|Irish missions}}
|}
 
 
 
==Minor nation strategy==
 
{{SVersion|1.1}}
 
Initial strategy for all Irish OPMs is the same - conquer your neighbours and form an alliance with Scotland, preferably before England gets out of the Hundred Years' War.
 
 
 
Before unpausing the game declare the other Irish OPMs to be your rivals, then select a mission to wipe one of them off the map. Begin recruitment of a unit of cavalry. While waiting for its arrival reduce your army maintenance. Set your light ships to protecting trade in the North Sea. You'll probably want to turn your king into a general. Also send a diplomat to Scotland to improve relations. Arrange a Royal Marriage as soon as you can and then an alliance.
 
 
 
You may want to delay making one of the other OPMs a rival. This should allow you to ally with them. Doing this keeps them off your back while you capture the other two. Don't agree to a RM, as it will cost you stability when you inevitably attack them.
 
 
 
Once you have your unit of cavalry bring your Army Maintenance up to full. They should reach full morale at about the same time you secure an alliance with Scotland. Attack your first target, smash his army and then lay siege to his province. Immediately after taking his province you should be able to take a mission to attack another rival. Launch this attack as soon as your troops are at full strength. If you allied with the remaining OPM then now is the time to declare them a rival and break the alliance. Once the second target falls repeat the process with the third. You will now have all of Ireland but Meath under your control.
 
 
 
The next step depends greatly on how England is doing. If they are still at war with France they will be suffering from severe war exhaustion and are probably plagued with serious rebellions. They should also be behind in military tech. An attack of Scottish and Irish forces may be able to succeed in breaking them. Making England your rival should give you a mission to take the province. Portugal is an extremely important consideration. If they are still allied with England then they you will have to fight them off. Keep a large force in Ireland to drive them as they land their troops. If Portugal has broken their alliance then things will be much easier. Before declaring war send most of your forces to Scotland, leaving only 2 units of infantry behind to lay siege to Meath. The rest can help the Scots defeat England and then begin laying siege to some provinces. Be careful with your ships, especially your transports. The English may leave their fleets in the south blockading French ports, but even a small fraction of their fleet could sink your entire navy with ease.
 
 
 
Once England's army is defeated it's a simple matter of occupying provinces until you have enough warscore to complete your goals. You'll need to decide how far you want to go and what you want to seize. Simply seizing Meath will allow you to end the war sooner, keeping your war exhaustion down and allowing your ships to resume trading. You can also start trying to amend relations with England. In time you might even become allies. This strategy allows you to concentrate on developing your trade network and exploring the new world, but the risk is that England will recover and eventually crush you before you're in a position to defend Ireland. The second option is to begin the process of breaking England completely. You should try to take an additional province or two to that effect. You can then follow up every few years with additional attacks, trying to keep England weak and on the defensive. The disadvantage of this strategy is that it will be expensive and once started can't really be stopped. Repairing relations with England will be impossible as long as you have provinces that border them (especially if they are English cores), they will inevitably attack you to take them back. So you must keep on attacking them until they are no longer a threat.
 
 
 
You could also try to release Wales and Cornwall. This is probably a waste of warscore, however, as by now there should be nationalist rebels in those provinces already. They will probably be able to win their independence themselves. Likewise don't bother returning cores in France. The French can take them themselves. If they don't take them in this war they will in the next (and that's actually preferable from your point of view, as it puts further pressure on England).
 
 
 
Consider switching to a republican government if possible (such as by deliberately losing to peasant or revolutionary rebels). One of your national traditions gives +0.5% Republican Tradition per year. This is powerful for a republic (allowing re-electing of leaders often, which gives them high power points), but does nothing at all for a monarchy.
 
 
 
=== Irish Exodus Strategy ===
 
{{SVersion|1.1}}
 
One of the very unique advantages to playing as an Irish minor is that you start with a single province.  Only single province countries are allowed to move their capitals to a different continent.  Provided you merely vassalize (rather than annex) your neighbours, this in turn can allow an Irish Exodus to North America, South America, or Africa.  Having a capital outside Europe as a Western country provides a huge advantage: every colonized province will provide its full tax revenue, and no colonial nation will ever form on the same continent, which gives you a huge swath of territory to expand to at full benefit with little competition.  You can also collect from very rich new world trade (with no penalty) before anyone has sufficient trade range to mess with you.
 
 
 
On the default map, only Connaught 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).  Any location in Gulf of St Lawrence makes a good capital, as it is a final "end point" for trade leaving North America.  Munster can reach further south in Africa and South America more easily, however be wary of setting up in a location that will soon put you in proximity to Morocco, Spain, or Portugal as they will not be shy about attacking you when you're still small.
 
 
 
Once you move your capital you are free to annex your vassals and form Ireland.  Unless one of your neighbours has claimed Meath (and you can thus sell it to them after taking it), you will generally need to wait until after moving your capital to take the territory.
 
  
 
==Strategy==
 
==Strategy==
{{SVersion|1.1}}
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{{add/strategy}}
Some luck is needed at the beginning, but in general the achievement is not too hard if you have some patience. There are two relatively key strategies that are luck-independent:
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In order to form Ireland, the player may start as any of the Irish minors. However, a start as {{flag|Kildare}} (due to having the highest development in the area) or {{flag|Desmond}} (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 simple task to siege both of them 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 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 few battles and time, England should be willing to peace out, allowing the player to unite the Emerald Isle.
* Make powerful allies. Ally France and whoever England does not ally in the Iberian peninsula (Portugal or Castile).
 
* Escape to the New World. Colonize the New World, move your capital, and strike back once you are stronger than England.
 
 
 
Now let's go into the specifics.
 
 
 
===Step One: Strongest of the weak===
 
This step is trying to take the Irish lands that aren't under English control.  
 
* Before unpausing start building one extra unit, it is better if it is cavalry. Put your maintenance down until January then turn it back up.
 
* Rival all three of your Irish neighbours and do not choose a mission yet.
 
* Improve relations with France and/or Castile/Portugal.
 
* On the first of March go to your missions and one of them should be along the lines of 'Remove Munster from the map'. Accept it and use the free claim to declare war. The AI keeps its maintenance as low as it can as long as it thinks it is safe, this means that when you get a claim and declare war in the same month you can catch their army at low morale and smash it with few casualties to your stack. Siege up and annex.
 
* Marry and ally your continental allies. Improve relations with England to reduce chance of them declaring war on you.
 
 
 
===Step Two: Kick them while they are down===
 
If you were moderately effective in the previous step you should now be at peace, earning money, letting your conquests core and saying hello to some new powerful allies. At this point you can either try to take Meath by striking when the English are at their weakest, or do nothing and just tech up and start colonizing. We talk about what we can do to the English in this step and leave colonizing to step three.
 
 
 
This steps gets somewhat unpredictable. You basically need to wait until the English are at their weakest, hopefully they will have Lollard or pretender rebels destroying their armies, and then you need to declare and bring your allies with you. There are a few things to be careful of because this war could break your game. If no opportunity arises, just tech up and try to maintain good relations with England in the mean time.
 
* It is very rare for the English to be totally and utterly defeated because they normally give up the hundred year war before they run out of manpower. This is why you need to choose the perfect moment to strike.
 
* France is likely to declare war on the English again after the truce for the Hundred Years' War is over. Wait till the fight has gone on for a while and the English troop has been decimated before declaring war.
 
* You can use support rebels to make rebels friendly to you, toss those heretics a measly 0.01 a month and you can hide in their shadow.
 
* If you see Irish patriots in Meath do everything you can to keep the English busy, drag the war out because three years after they occupy Meath it will most likely defect to you!
 
* Very important to realize is that certain rebels will enforce their demands and then JOIN the English, I had a game where England had 0 manpower and no army with friendly rebels everywhere when suddenly the 30 stack of rebels defected to the English and turned around and ate me.
 
* If it goes well try to make them release Wales or Cornwall, or at least give you some money, given how poor you are that will be very useful later on.
 
* If the English start to push back at you use roll modifiers as much as possible, when they land troops, always be there before them so they get the -2 landing bonus. You can't afford to wait for reinforcements if they outnumber you because they will always have more reinforcements then you. This is the part where a general with great shock is handy. You may still lose at this stage and if you do try to peace out with them before your army shatters.  
 
 
 
If your war goes well then you should have a war weary England and a united Ireland, its important not the get cocky though because pretty much any other nation could smash you if they wanted, what saves you is the fact that you only share a border with the English and every time you beat them back it gets easier. Some people like to keep harassing the English all the way back to London but personally I think this is a waste of time and could backfire on you at any moment.
 
 
 
===Step Three: There is no shame in running away===
 
When you have nothing but sea provinces around you its pretty hard to expand, you have the blob of England on your right but it's a long slog uphill going that way. Much easier is running off to the new world. When you can rush exploration tech and start exploring. There are two routes you can go.
 
 
 
'''The Castile or Portugal route'''
 
* Get fleet basing rights from either Castile or Portugal BEFORE they hit Admin tech 4, they choose exploration as their first idea and once they do they will never let you. (NOTE: Fleet basing rights DO NOT extend colonization range after 1.4)
 
* Colonize as far south as you can, Cape Verde is good if you can reach it, keep fleet basing rights until the colony is complete.
 
* Go for the Caribbean. This is where the high base tax provinces are. Then go for North America.
 
* Move your capital to the new world. To do this release two Irish vassals and sell them each one province in Ireland. Your income should skyrocket and you need far fewer ships.
 
* This method relies on spamming colonies so you don't actually need to increase diplomatic tech, sink them all into exploration and then expansion ideas to get 3 colonies going at a time.
 
* With this route, there is a risk that you might have to go to war with Castile/Portugal over the colonies though.
 
 
 
'''The Greenland route'''
 
* Get to diplomatic tech 7 to colonize Greenland.
 
* Colonize North America and the Caribbean.
 
* Move your capital to the new world.  
 
* With this route, England might follow in your footsteps and start colonizing near you. But you should have a head-start and your capital should be in the new world by then. Fabricate claim, declare war, seize colony, then send in your settlers to complete the colony. Before truce is called, make sure you seize/burn down the new colony England is making. Repeat once truce is over on the new England colony.
 
 
 
===Optional Step: Down with the King!===
 
From there it really depends on your game. One option is to deliberately get legitimacy and stability low and let peasant revolts pop up everywhere, so that they make you convert to a republic when they break you. It could be useful, as Ireland has a cool tradition that makes it awesome as a republic. One thing to always remember though is that even when you look powerful you are usually not the most powerful nation in the game, meaning if you get cocky England might come for revenge, or Spain might decide the New World belongs to them. One terrible possibility is in a war where you can't give them anything they want; it can lead to many years of being 100% occupied, being able to do nothing.
 
 
 
===Final Step: Total English Domination===
 
Be patient, build up and force, and strike back. The key is to be patient and to strike back only when you are stronger army and manpower wise. Remember you have till 1821 to complete the achievement and with this strategy, a normal player should be able to do it by the late 1500s or early 1600s. A useful tip:
 
* On the first successful war, get England to release Wales and Northumberland. Wales or Cornwall as a bridgehead for future war and Northumberland for future vassal feeding, which you can't do with Wales in Patch 1.4.
 
 
 
 
 
==No Colonization Strategy==
 
{{SVersion|1.1}}
 
===Initial steps===
 
Of all Irish minors Connacht's king got a highest military value, 3. Most likely it will allow for 2-3 shock king-general. Build 3 units of infantry, since they are much cheaper than cavalry, and numerical advantage is very important. With any luck, you'll face 3 infantry regiments of enemy with inferior general against your mediocre king with superior force numbers. Select your rivals, get missions/fabricate claims and declare war. I've managed to fight all three Irish minors at once as Connacht, simply by wiping their armies one at a time. Vassalize and demand all their money in peace deals.
 
 
 
While in war, improve relations with Scotland and France. With some luck and statesman advisor, you can pool it relatively easy. Annex your vassals and your ready for next stage: England.
 
 
 
===Dealing with England===
 
They outnumber you, have more men, more money and, most important, far better fleets. So, just make sure that your war goal is conquest of Meath when you finally declare on England. Your main instrument is France. All you need to do is to siege Meath and defeat possible naval landings, while France is wreaking havoc in English mainland possessions. If you get lucky with good shock general, ferry most of your troops to Scotland, where your combined forces stand reasonable chance fighting superior English forces defensively, preferably in Highlands. Your main objectives are to get paid handsomely at war conclusion, and release English minors as sovereign states, or take a province or two, weakening England a bit at a time. With 20-25 war score (relatively easy to achieve due to control of Meath and French occupations on mainland, England can be milked for good ransom money, 500-800 ducats at once. Cancelling their treaties with Portugal and Castile makes life easier during later wars. Do not take Meath, it's your ticket for further ransoms. Repeat.
 
 
 
===Expansion in British Isles===
 
You have very few open venues for expansion, most notably Scotland, Brittany and England itself.
 
 
 
Unfortunately, Scotland can't be vassalized in one war, which requires 103% WS. When they lose badly to England, French alliance is often broken as result of a peace deal. So you strike. If your enemy can't land a lot of troops in Ireland, you can pool it relatively safe, since Scotland will be hammered and unable to resist even small forces.
 
 
 
Brittany, if not eaten by France or England, is a good target. You'd need to justify war probably by inciting a trade conflict, by simply sending many barques to Bordeaux, where Brittany has good presence. With little bit of help from France, you can simply vassilize your target.
 
 
 
Minor English states can arise as result of rebellion or lost wars on English side. Forge claims on them and vassalize, thus avoiding a fight with England for lower hanging berries.
 
 
 
===Watching France===
 
France involves herself in too many wars in Europe, while, in our honest Irish opinion, she should help us dealing with England above all else. So, when truce with England is over, see if you can declare again and French willingness to participate. As soon as they are ready, declare, or France will start another petty European war.
 
 
 
===Sources of Income and Ideas===
 
The only reliable sources of income for you early on are trade and looting English. Whatever you demand in peace deal with them, never ever give Gascogne and Caux to France. With control of both estuaries, and your control of Brittany, huge chunk of trade from French mainland will be diverted to London. With a bit of presence in Northern Sea trade node, you'd redirect part of that trade too. Embargo England prior to wars, so you'll get higher presence in London after peace deal. When European colonizers get to Americas, a lot of trade will end in either Western Europe trade node or North Sea. With half a dozen of ships in both nodes, and rest in London, you'd get quite a bit of income.
 
 
 
Ransom money should be used to build trade and naval buildings in your provinces, and constructing large trade fleets. Trade ideas are very important, since you aren't going to colonize Americas, right? Picking Economic will open possibility of changing to Merchant Republic, giving bit of control over MP generation and finally using inherent Irish bonus of +.5 RT, plus improving trade steering.
 
  
Offensive is quite useful as well, due to small boost to army size and huge boost to generals' abilities. Fighting English with low shock value general is suicidal. English got bigger and better armies, mainly to luck bonus, discipline from NI, and often picks Quality. One or two extra shock is often all you need to fight them off, standing in Highlands. If you get shock 6 general, jump with joy. This will open possibility of looting during wars. Yeah, dozens if not hundreds of ducats while destroying small stacks and rising WE for enemy. Just kill off their main army first.
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== Achievements ==
 +
{{Achievement|Luck of the Irish|Own and have cores on the British Isles as an Irish nation.|link=on}}
  
===New horizons===
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{{Country navbox|Europe}}
With British Isles under your rule, France as ally and money support extravaganza, you can do whatever you want. Picking Expansion will allow small scale colonization, as soon as discoveries spread. Picking important trade centers/estuaries for colonization/conquest, you can create strong trade presence from Gold Coast/Benin to China. Pick just few valuable provinces, create trade companies and, for Merchant Republics, create outposts. Focus on trade buildings in them. Everyone in Asia should become protectorate. Now, with even more money, huge trade fleets siphoning trade in Western Europe and North Sea, only your imagination stops you.
 

Latest revision as of 15:09, 27 July 2020

Kingdom rankIreland
Ireland.png
Primary culture
Irish (Celtic)

Capital province
Pale (373)

Government
Feudal Nobility Government monarchy.png

State religion
CatholicCatholic.png

Technology group
WesternWestern technology group
Irish ideas
Traditions.png Traditions:
+10% Morale of armies
+10% Trade efficiency

Shock damage received.png Irish Endurance

−10% Shock damage received

Cost of advisors with ruler's culture.png The Clanns

−20% Cost of advisors with ruler's culture

National unrest.png More Than Irish

−2 National unrest

Papal influence.png Loyal Catholics

+1 Yearly papal influence
+2% Missionary strength vs heretics

Goods produced modifier.png Abundant Harvests

+10% Goods produced modifier

War exhaustion.png Unconquerable Ireland

−0.02 Monthly war exhaustion

Discipline.png Nationalized Gallowglass Septs

+5% Discipline

Idea bonus.png Ambition:

+1 Yearly legitimacy
+0.3 Yearly republican tradition

Ireland is a formable nation in the British Isles. It is usually created from one of the 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 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[edit]

id

Execute decision.pngForm Irish Nation


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 requirements

Flag of Ireland Ireland does not exist.
The country:

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.
Allow

The country:


Effects

The country:

  • changes to Flag of Ireland Ireland.
  • gets Kingdom rank kingdom rank if the country is duchy rank.
  • gains Prestige.png10 prestige.
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    • Autonomy.png −0.05 Monthly autonomy change
    • National unrest.png +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 Msg event.png event ‘New Traditions & Ambitions’ if it does not have custom ideas.

Missions[edit]

Main article: Irish missions

Strategy[edit]

Strategy The below is one of many player suggested strategies for Ireland. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

In order to form Ireland, the player may start as any of the Irish minors. However, a start as Flag of Kildare Kildare (due to having the highest development in the area) or Flag of Desmond Desmond (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 simple task to siege both of them down, and annexing both. This strategy should work until all of Ireland (minus the Pale and any minors allied to Flag of Scotland Scotland or Flag of England 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 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 few battles and time, England should be willing to peace out, allowing the player to unite the Emerald Isle.

Achievements[edit]

Luck of the Irish icon
Own and have cores on the British Isles as an Irish nation.
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