Viti

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
Notes:
For Lau,
Viti Levu,
Viti and
Vanua Levu.
- +10% Light ship combat ability
- −10% Naval attrition
- +2 Max promoted cultures
- +10% Colonial range
- +10% Ship trade power
- +2% Missionary strength
- +100% Prestige from naval battles
- +50% Naval tradition from battles
- +10% Morale of armies
- +0.5 Yearly army tradition
- −25% Land attrition
- +5% National tax modifier
- +5% Production efficiency
- −20% Aggressive expansion impact
Viti is a formable nation which does not exist in 1444. The best nations for forming it are Vanua Levu,
Lau and
Viti Levu.
Formation[edit | edit source]
Viti is a formable nation that can be formed by any nation with Melanesian culture as the primary culture should they own all provinces in the Viti region.
Unite Fiji
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
The clans are one once more and we can claim the title of ruler of Fiji.
Potential requirements
The country:
If the country is AI-controlled then it:
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Allow
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Effects
The country:
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AI will always take this decision.
Events[edit | edit source]
- Main article: Polynesian events
Viti experiences Polynesian events, including both generic Polynesian events and Fijian events.
Missions[edit | edit source]
- Main article: Fijian missions
Viti uses the Fijian mission tree, with generic Polynesian missions as well as specific Fijian missions focussing on uniting Fiji.
Strategy[edit | edit source]

Formation[edit | edit source]
The three countries with melanesian culture in historical starts are Lau,
Vanua Levu and
Viti Levu, all OPMs. Of these, Viti Levu starts with the most development (7), followed by Vanua Levu (5). Lau is the weakest, with only 3 development. The three provinces share a sea tile, and each shares strait crossings with the other two. Rival allocation is random, and will play out with two of the three nations rivalling the third, and then allying each other.
If the player starts out being rivalled by the other two nations, the game will be very difficult and it may be worth restarting. The starting force limits for all three states are the same, and due to the small size of their economies, even taking out several loans will likely not be enough to fund a large enough military to beat the other two countries (the loan size for Lau is only 1 ducat). Every other possible ally is too distant to be called into an offensive war. If the player starts out with one neighbour as its rival and the other seeking an alliance, this is a strong position to form Viti regardless of which country they start as. If looking to form Viti as soon as possible, do not ally your friendly neighbour, as you will be looking to invade them very shortly.
All three Fijian OPMs begin the game ruled by a native council (effectively a regency with no heir/interregnum). This prevents declaring wars until a ruler ascends the throne. Securing royal marriages to increase the chance of an heir is recommended to end the interregnum as soon as possible – however, care should be taken in choosing which countries to royally marry. Do not marry any Fijian neighbours, or Ngapuhi, as you will be declaring war on them very soon. Instead, try increasing relations with Maori tribes to the South, and either of Samoa or Tonga (do not marry both Samoa and Tonga, so that when you want to invade these countries you can declare war on the one you are not married to, which will drag both into the conflict without incurring a stability hit). While in the regency, build spy networks and fabricate claims on the other Fijian provinces, and also on Te Tai Tokerau (the northernmost province of New Zealand, ruled by Ngapuhi). Keep army and navy maintenance at 0 during this time, as your neighbours (also in regencies) cannot attack you and your economy is very weak. Do not send ships to protect trade, as this will use up more sailors than you generate (especially as Lau). Build your army to force limit, but do not spend ducats on navy as your starting ships should be enough to hold the sea tile.
As soon as the player gets a monarch, increase maintenance to 100%, wait to the first tick of the month and then declare war on whichever neighbour is a rival. With their entire navy stationed in the Fijian sea tile the player should control the straits, and most likely be able to catch their enemy's forces at low morale. This should ensure a quick victory. After the first neighbour is vanquished, the player can declare the remaining Fijian neighbour as a rival, and then as soon as they are at full strength declare a conquest war and take all of Fiji. This method allows the player to maximise power projection and prestige (which is vital for Fijian missions), while also uniting the Fijian islands into Viti as quickly as possible.
Expansion in Oceania[edit | edit source]
Once Viti has been formed, the only nearby country is Ngapuhi, a Maori tribe (iwi) in the far north of New Zealand. Ideally, Ngapuhi should rival (or at least not be allied with) its only neighbour Tainui. If this is the case, the player can improve relations with Tainui and form an alliance with them, then ask for access and fleet basing rights (the harbour fee will be less than the cost from attrition). Use this to transport Viti's entire military to Tainui's territory in preparation to invade Ngapuhi. Ngapuhi will likely have 2-3 allies, so the player is advised to build alliances with as many iwi as possible that do not ally Ngapuhi. Declaring on Ngapuhi with a conquest CB and calling in every ally should start a war that engulfs New Zealand. The priority for the player is to get their troops to Te Tai Tokerau (Ngapuhi's province) first, so that they will occupy the province after a successful siege. Once this province has been besieged and occupied, try to occupy as many of Ngapuhi's allies' provinces as possible as well. Every province in New Zealand is out of Viti's coring range, so Ngapuhi (and any other occupied iwi) will have to be vassalised. Do not vassalise more than two iwi, or their liberty desire will be impossible to bring under 50%. Spend the next 10 years focussing on reducing liberty desire in these subjects, and annex them as soon as possible once the 10 years have expired. It may also be worth breaking all alliances with other tribes in this time, depending on their relative strength and who is allied to who.
Once Ngapuhi (and possibly another iwi) has been annexed, the player will have a foothold in the North Island from which to fabricate claims on every province in New Zealand and begin conquering. Try to work in tandem with the Fijian missions, which provide rewards for prestige and stability. Once New Zealand has been conquered, the next step is to colonise the islands of Oceania. Try to start with the islands that share a sea tile with Samoa, as this will enable the player to fabricate a claim, declare war and invade Tonga and Samoa (the alternative is a no-CB war, which will also be more expensive when troops have to be transported a greater distance by sea). Exploration and Expansion ideas are the absolute priority, because fast colonisation is essential. Europeans will reach Oceania relatively soon after they begin colonising the Americas, and will have an insurmountable advantage in technology, army size and navy strength. Once the player has explorers, they should seek to reach Australia, and begin colonising there too – aboriginal tribes are typically smaller and will have the same or worse technology, enabling easy conquest. Europeans will have begun colonising Australia before Viti can secure it; unlike the Polynesian islands, colonies in Australia and New Zealand will form colonial nations. If these colonial nations can be invaded immediately once they spring into existence, the player can destroy them before they have an army or navy (as long as the colonial overlord is not called into the war) and take their territory. Europeans will colonise at a much faster rate than Viti, so this technique should lead to faster expansion than direct colonisation. However, the rebels in these provinces will have great numbers and better technology than Viti, so it is recommended to accept the coloniser's culture and may be very advantageous to convert to Christianity.
Beyond Oceania[edit | edit source]
The only area outside Oceania likely to be in coring range is the East Indies, particularly the Moluccas. Tidore and
Ternate are likely the easiest targets to conquer, followed by small countries in the Philippines. Larger states such as
Makassar,
Majapahit,
Sunda,
Brunei and
Malacca will have better technology, larger armies and overwhelming naval superiority, so it will be essential to secure at least one of these states as an ally. Colonising and/or conquering the spice islands will potentially be very lucrative, but beware that this will draw the player into direct competition with European colonisers such as
Spain and
Portugal, who will likely become hostile. These countries are not unbeatable as long as the player can find strong local allies to gain naval superiority in the East Indies and either wait them out (in a defensive war) or pick a time to strike when they are fighting major powers in Europe (in an offensive war).
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