Netherlands

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This article is considered accurate for the current version of the game.

Netherlands
Netherlands.png
Primary culture
Dutch (Germanic)

Capital province
Holland (97)

Government
Feudal MonarchyGovernment monarchy.png

State religion
CatholicCatholic.png

Technology group
WesternWestern.png
Holland
Holland.png
Primary culture
Dutch (Germanic)

Capital province
Holland (97)

Government
Feudal MonarchyGovernment monarchy.png

State religion
CatholicCatholic.png

Technology group
WesternWestern.png
Ideas and traditions

Traditions.png Traditions:

+50% Naval force limit modifier
-10% Shipbuilding time

Inflation reduction.png Found the Amsterdam Wisselbank

+0.10 Yearly inflation reduction

Merchants.png Dutch Trading Spirit

+1 Merchants
+10% Trade Range

Production efficiency.png Polders

+10% Production efficiency

Naval leader fire.png Instructie voor de Admiraliteiten

+2 Naval leader fire

Tolerance heretic.png Embrace Humanism

+3 Tolerance of heretics

Siege ability.png Army Sappers

+10% Siege ability

Infantry power.png Platoon Fire

+10% Infantry combat ability

Idea bonus.png Ambitions:

+15% National trade income modifier

The Netherlands is a formable nation in Europe, which can be formed by Burgundy or countries with a Dutch or Flemish culture. The formation decision however, requires only Dutch provinces and not Flemish ones. The Dutch are a typical trading power, reflected in their national ideas. Historically, the Netherlands became fully independent from Habsburg Spain in 1581.

Holland[edit]

Holland does not exist in any historical start, but has cores on the provinces of Holland and Zeeland. They share their national ideas and some events with the Netherlands. Their territory in 1444 is held by Burgundy, then by Austria, Spain, and the Netherlands.

As of patch 1.9, you can now play as Holland in Ironman due to being able to play as released vassals. From here, getting independence is fairly easy as Holland's position makes it easy to get both Austria and France to support their independence. Once independent, Holland is in a very good position to form the Netherlands as they are surrounded by easy targets for expansion and probably have one or more very strong allies to assist them.

Formation[edit]

Execute decision.pngForm Dutch Nation

The Dutch are emerging as one of Europe's most capable naval and colonial powers. Lucrative trade opportunities, locally and overseas, have resulted in a swift evolution for the country into one of the first capitalist countries in the world.


 
Potential Requirements
  • Netherlands does not exist
  • Is not the Papal States or the Holy Roman Empire
  • Any of the following:
    • Primary culture is Dutch
    • Primary culture is Flemish
    • Is Burgundy
  • Is either human or AI with at least 3 provinces
Allow

Effects
  • If country is Burgundy:
    • Culture icon.pngPrimary culture set to Dutch (Germanic)
    • Capital.pngCapital set to Holland
  • If country is Burgundy and France exists:
  • Changes country to Netherlands
  • Gain claims on all unowned provinces in the low countries
  • Gain Prestige.png25 prestige
  • Switch to new country's national ideas


Dutch revolt

If the year is between 1550 and 1650 and the Netherlands does not exist, nations that control parts of the low countries and not have Dutch or Flemish as their primary culture will receive events causing revolts and if successful, eventually lead to the formation of the Netherlands. The newly-independent Netherlands will then receive a full navy and army and claims over the low countries as well as opportunities to annex other Dutch minors through events. The Dutch revolt can be avoided by other countries by setting their capital in Holland.

Msg event.pngPROVINCENAME Revolts!

Our provinces in the Low Countries have long felt that they are being ruled by an oppressive and foreign ruler. This discontent has now finally spilled over into open revolt. The province of [Root.GetName] has renounced their oath to [Root.Owner.GetName] in order to fight for an independent Netherlands. If not put down quickly, more provinces might follow them.


 
Trigger conditions
  • Does not have global flag "dutch_revolt"
  • The year is between 1550 and 1650
  • Is not owned by AI
  • Does not have 100% local autonomy
  • Part of the low countries
  • Any of the following:
    • Culture is Dutch
    • Culture is Flemish
    • Is a core of the Netherlands
  • Owner:
Mean time to happen
  • 4000 months
    • Owner is at war:
      • x0.75
    • Owner is of a different religion:
      • x0.5
    • Owner is of a different culture group:
      • x0.5
    • Owner is at war with the Netherlands:
      • x0.5
    • Is not owner's primary or accepted culture:
      • x0.5
    • Has at least 3, 5, 7, 9 unrest:
      • x0.75 each

Immediate effects
  • Set global flag "dutch_revolt"

Event button 547.png
Suppress the rebels!
  • Set province flag "dutch_revolt"
  • If the Netherlands does not exist:
    • Size 3 Nationalist rebels friendly to the Netherlands rise in revolt
  • If the Netherlands exist:
    • Size 3 Patriot rebels friendly to the Netherlands rise in revolt
Event button 547.png
Give local concessions
  • Set province flag 'no_dutch_revolt'
  • Gain Autonomy.png100% local autonomy

Msg event.pngPROVINCENAME Revolts!

The province of [Root.GetName] has joined the rebellion for an independent Netherlands.


 
Trigger conditions
  • Has global flag "dutch_revolt"
  • Does not have province flag "dutch_revolt" or "no_dutch_revolt"
  • The year is between 1550 and 1650
  • Is not owned by AI
  • Does not have 100% local autonomy
  • Part of the low countries
  • Any of the following:
    • Culture is Dutch
    • Culture is Flemish
    • Is a core of the Netherlands
  • Owner:
Mean time to happen
  • 120 months
    • A neighboring province has province flag "dutch_revolt":
      • x0.75
    • Owner is of a different religion:
      • x0.5
    • Owner is of a different culture group:
      • x0.5
    • Owner is at war with the Netherlands:
      • x0.5
    • Is not owner's primary or accepted culture:
      • x0.5
    • Has at least 3, 5, 7, 9 unrest:
      • x0.75 each

Event button 547.png
Suppress the rebels!
  • Set province flag "dutch_revolt"
  • If the Netherlands does not exist:
    • Size 3 Nationalist rebels friendly to the Netherlands rise in revolt
  • If the Netherlands exist:
    • Size 3 Patriot rebels friendly to the Netherlands rise in revolt
Event button 547.png
Give local concessions
  • Set province flag 'no_dutch_revolt'
  • Gain Autonomy.png100% local autonomy

Msg event.pngNetherlands Declare Independence!

After years of subjugation and alleged injustices forced on them by what is perceived as a foreign rule, our provinces in the Low Countries have signed an act of adjuration, renouncing their oath to [Root.GetName] and declared Independence!


 
Trigger conditions
  • Event has not yet occurred
  • The year is between 1550 and 1650
  • Is AI and was never human
  • Netherlands does not exist
  • Is not Flanders
  • Is not a subject nation
  • Has at least 6 provinces
  • Capital is not in the low countries
  • Primary culture is not Dutch or Flemish
  • Any owned province:
    • Part of the low countries
    • Any of the following:
      • Culture is either Dutch or Flemish
      • Is a core of the Netherlands
Mean time to happen

Immediate effects
  • All of the following owned provinces is now a Netherlands core:
    • Is in the low countries
    • Is either a core of the Netherlands or culture is Dutch or Flemish
    • Is not the capital
  • Release the Netherlands with the Dutch republic government
  • Netherlands gains a claim on all remaining owned provinces in the low countries:

Event button 547.png
How dare they?!

Msg event.pngDutch Mobilization

National fervor is sweeping across the lands of the newly formed Dutch Republic! A strong army and navy have swiftly been gathered to repel those who try to infringe on our newly won freedom!


 
Trigger conditions Mean time to happen
  • None

Event button 547.png
Excellent!
  • Spawn in the capital:
    • Infantry.pngInfantry equal to 60% of force limit
    • Cavalry.pngCavalry equal to 30% of force limit
    • Artillery.pngArtillery equal to 10% of force limit
  • Spawn in random owned province with a port:
    • Bigship.pngHeavy ships equal to 60% of force limit
    • Lightship.pngLight ships equal to 60% of force limit
    • Transport.pngTransports equal to 60% of force limit

Msg event.pngDutch Claims

The newly formed Dutch Republic is looking to incorporate all provinces in the Netherlands region, and haas claimed provinces belonging to us.


 
Trigger conditions Mean time to happen
  • None

Event button 547.png
How dare they?!

Msg event.pngCOUNTRYNAME joins the Republic

Rather than to succumb to oppressors from outside the Low Countries, [Root.GetName] has decided to join the republic of the Netherlands.


 
Trigger conditions
  • Year is between 1550 and 1650
  • Is AI and was never human
  • Is not Netherlands
  • Netherlands exists, is AI and was never human
  • Is not a subject nation
  • Is at peace
  • Has less than 3 provinces
  • All owned provinces are in the low countries
  • Primary culture is Dutch or Flemish
Mean time to happen
  • 600 months
  • Primary culture is Dutch or Flemish:
    • x0.75
  • Has at least 50, 100, 150 opinion of Netherlands:
    • x0.9 each
  • Has less than -50, -100, -150 opinion of Netherlands:
    • x1.1 each

Event button 547.png
A wise choice

Msg event.pngCOUNTRYNAME Join the Republic

Rather than to face the risk of extinction, [From.GetName] has requested to join our republic.


 
Trigger conditions Mean time to happen
  • None

Event button 547.png
Excellent!
  • Netherlands inherits the previous country and gains a core on all of its provinces

Msg event.pngPROVINCENAME Revolts!

Tired of being ruled by someone who is considered an outsider, the people of [Root.GetName] want to seek their liberation by joining the Netherlands instead.


 
Trigger conditions
  • Year is between 1550 and 1650
  • The year is before 1650
  • Netherlands exists, is AI and was never human
  • Part of the low countries
  • Any of the following:
    • Culture is Dutch
    • Culture is Flemish
    • Is a core of the Netherlands
  • Does not have province flag "dutch_revolt" or it has been 5 years since it was last set
  • Owner:
    • Is not Netherlands
    • Capital is not in the low countries
    • Primary culture is not Dutch or Flemish
Mean time to happen
  • 120 months
    • Netherlands own any neighbouring province:
      • x0.75
    • A neighboring province has province flag "dutch_revolt":
      • x0.75
    • Owner is of a different religion:
      • x0.5
    • Owner is of a different culture group:
      • x0.5
    • Owner is at war with the Netherlands:
      • x0.5
    • Is not owner's primary or accepted culture:
      • x0.5
    • Has at least 3, 5, 7, 9 unrest:
      • x0.75 each

Event button 547.png
[Root.GetName] is ours!
  • Set province flag "dutch_revolt"
  • Size 3 Patriot rebels friendly to the Netherlands rise in revolt
Event button 547.png
Good riddance!
  • Is now a core of Netherlands
  • Is ceded to Netherlands

Missions[edit]

Main article: Dutch missions

The Netherlands' missions are focused on colonization and conflict with Portugal and Spain.

Events[edit]

Main article: Dutch events

Dutch events are focused on famous individuals, capitalism and the Dutch republic government type.

Decisions[edit]

Execute decision.pngFound Oost-Indische Compagnie

A company of merchants are asking the States-General for a 21 year monopoly to carry out colonial activities in Asia. These areas are potentially very rich, but they need the monopoly because the risks are so high.


 
Potential Requirements
  • Is Netherlands
  • Does not have country modifier "Vereenigde Oost-Indische Compagnie"
  • Does not have country flag "trade_company"
  • Has discovered a province in East Asian trade port
Allow

Effects
  • Set country flag "trade_company"
  • Add country modifier "Vereenigde Oost-Indische Compagnie" for the rest of the campaign:
    • Merchants.png+1 merchants
    • Trade power.png+5% trade power
    • Colonial range.png+25% colonial range

Strategy[edit]

The Netherlands can be an interesting nation for trade, with the potential to become the world's foremost naval and trade power. Its capital, set in Holland, is in the English Channel trade node, one of four end nodes for all trade. Additionally, playing as the Netherlands provides countless opportunities to colonize; regardless of whether or not the player wishes to do so, the Netherlands' fleet can have the potential to increase its income just as well as colonization can. Forming the Netherlands as a one-province minor can often be quite difficult; Utrecht, Gelre, and Friesland, all neighbouring countries of the often hostile and much larger Burgundy, are likely to be warned very early on. All three minors are often rivaled by or have hostile relations with their neighbors; and one being an archbishopric, and another being a republic, it can be difficult to secure alliances early on. Thus, it may be advisable to restart until Burgundy is no longer hostile, posing less of an immediate threat as you improve relations with your neighbours and potential allies. As with all HRE minors, securing alliances with France and Austria is advisable (seeking a Statesman advisor may reduce the time needed improving relations), securing the player both protection from offensive wars initiated by other countries and providing help in future wars against more powerful countries – namely, Burgundy. Furthermore, the player should always rival their neighbours when possible, and if a Spymaster is available, it should be taken, as both will increase spy offense against target nations, reducing the chance that the player will gain aggressive expansion from fabricating claims against neighbours.

Forming the Netherlands[edit]

Each minor has both advantages and disadvantages from the early stages of the game. Utrecht has a core on Gelre from the start, giving it the reconquest casus belli and reducing its aggressive expansion penalty. If playing as Utrecht, both Gelre and Friesland should be rivaled early on and alliances with nearby nations, not just France and Austria, should be sought. It may be advisable to also fabricate a claim on Friesland as soon as possible, giving the player a casus belli on them; be sure to declare war on them as soon as possible, and secure sizeable alliances to help destroy the armies of whatever nations may be allied to them. In addition, East Frisia is often allied to Gelre, and the Hansa quite often has friendly relations; be wary if they join the war on the side of Friesland, as their forcelimit will still be quite high compared to the player's, owing to the high base tax and important trade provinces it holds. Once the war has been won, seek reasonable concessions with other nations (war reparations, more ducats, annul treaties, etc.) and annex Gelre. It is important to minimize aggressive expansion while attempting to form the Netherlands as a Dutch minor; the provinces required all have high base tax, and the player will need to fabricate claims countless times. As such, the player should not bite off more than they can chew, and any land grabs should be limited to the provinces required to form the Netherlands, and no more. During peacetime, the player should improve relations with both allies and neighbors.

The early game for Gelre, in seeking alliances with France and Austria, may be made easier by the fact that, unlike Utrecht and Friesland, it can secure royal marriages. The fact that Burgundy maintains a core on its sole starting province leaves it in a precarious position, and Burgundy will almost always be either hostile or occasionally domineering toward Gelre. The strategy for conquering the other two Dutch minors should largely be the same as the strategy for Utrecht; secure decent alliances and minimize aggressive expansion.

The strategy for Friesland is also largely the same as with Utrecht's and Gelre's; secure strong alliances and minimize aggressive expansion. Unfortunately, in the case of Friesland, its neighbors will most likely be rivaling or hostile toward it; and coalitions may be unavoidable as a result. Nations will not join coalitions below 30 AE or above a certain level of positive relations; nonetheless, if one forms, declare war as soon as possible to dissolve the coalition, and seek any concessions aside from taking land. Until the player holds all the provinces required to form the Netherlands, coalitions should be avoided and good relations sought. This will be especially important in any war with Burgundy, with three 7 or 8 base tax provinces still needed.

After the player holds all three minors, it may be time to set sights on Burgundy or other neighboring countries. Furthermore, the Burgundian inheritance may only complicate things further; and as such, it may be best to monitor Burgundy carefully and declare war relatively early on as opposed to allowing it to fire and having to fight France and/or Austria later on. The player can seek to weaken both France and the Emperor to optimize their chances of winning the inheritance; the chance that they do, however, is marginal at best, and as such, it is most advisable to take Burgundian provinces before Burgundy is steamrolled in a war. Holland, Zeeland, and Breda are the three Burgundian provinces required to form the Netherlands; to take all three provinces in a single war would give them a large and unwieldy coalition. It may be more advisable, then, to take bites: first take Holland, then later Zeeland and Breda. Alternatively, it may also be possible to force the release of Holland and Brabant, and later vassalize one or both, as each would be relatively small and slightly less war exhaustion would be gained by holding each. In any case, the player should seek to dissolve any coalitions that do form and focus on recovering their nation from the early wars after holding the necessary Burgundian provinces, whether by war or otherwise. Alternatively, a player might seek to remove all aggressive expansion by releasing a vassal in a war against an easily defeatable one-province minor: once a nation is utterly defeated, it will take any offer of peace, even one that would have been declined otherwise.

Post-formation[edit]

From here, the player may expand in Europe as they wish to; whether into the German region, or further west into the Flemish provinces, it it up to the player. Dutch is in the Germanic culture group, and if an adventurous player wishes to, it is possible to expand well into the German region. First and foremost, the player must work to secure their foothold on the continent before fully setting sights overseas. Historically, the Dutch expanded into the Caribbean and the Dutch East Indies (Indonesia), also holding countless ports along the coasts of West Africa, India, and southeast Asia, as well to having a small foothold in the New World in Nieuw-Nederland. The player's trade fleet alone may be enough to rack in plenty of dosh; but by island hopping through the Atlantic and Pacific, the Dutch may also become a powerful military power, finding coastal footholds as the Dutch did historically. Southeast Asia is highly lucrative; by setting up trade companies, the Dutch can become the most powerful nation in the world, not only through trade but also militarily. It may also be advisable to strategically colonize and take provinces with the highest base tax or extra bonuses, such as Cape in South Africa. Playing as the Netherlands presents a wide range of opportunities; its strengths, however, are primarily within the areas of trade and its navy. The player, well-funded by trade, may well do anything within reason; the unique Dutch republic government type and its constantly strong field of leaders only expand its potential opportunities.