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Ireland

Revision as of 20:29, 20 October 2019 by Diamond2323 (talk | contribs)
Kingdom rankIreland
Ireland.png
Primary culture
Irish (Celtic)

Capital province
Pale (373)

Government
Feudal Monarchy 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.

Contents

Formation

 Form 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

  Ireland does not exist.
The country:

If the country is AI-controlled,

  • it can not be a former colonial nation.
  • it must have at least 3 cities.
Allow

The country:


Effects

The country:

  • changes to   Ireland.
  • gets   kingdom rank if the country is duchy rank.
  • gains  10 prestige.
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    •   −0.05 Monthly autonomy change
    •   +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   event ‘New Traditions & Ambitions’ if it does not have custom ideas.

Achievements

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


Strategy

In order to form Ireland, the player may start as any of the Irish minors. However, a start as   Kildare (due to having the highest development in the area) or   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   Scotland or   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.
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