This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.3.
- +50% Naval forcelimits modifier
- -10% Shipbuilding time
- +0.10 Yearly inflation reduction
- +2 Naval leader fire
- +3 Tolerance of heretics
- +10% Siege ability
- +10% Infantry combat ability
- +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.
- 1 Holland
- 2 Formation
- 3 Missions
- 4 Events
- 5 Decisions
- 6 Strategy
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.
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.
If the year is between 1550 and 1650 and the Netherlands does not exist, nations that control parts of the low lountries and not have Dutch or Flemish as their primary culture will recieve events causing revolts and if successful, eventually lead to the formation of the Netherlands. The newly-independent Netherlands will then recieve a full navy and army and claims over the low countries as well as opportunities to annex other Dutch minors through events.
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.
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Suppress the rebels!
Give local concessions
The province of [Root.GetName] has joined the rebellion for an independent Netherlands.
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Suppress the rebels!
Give local concessions
Netherlands 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!
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How dare they?!
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!
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The newly formed Dutch Republic is looking to incorporate all provinces in the Netherlands region, and haas claimed provinces belonging to us.
COUNTRYNAME 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.
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A wise choice
COUNTRYNAME Join the Republic
Rather than to face the risk of extinction, [From.GetName] has requested to join our republic.
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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.
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[Root.GetName] is ours!
- Main article: Dutch missions
- Main article: Dutch events
Dutch events are focused on famous individuals, capitalism and the Dutch republic government type.
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.
The Netherlands is an interesting nation to play. They have the potential to become one of the greatest naval powers in the world; having both a national idea and a unique government type which enlarges their naval force limit. Combined with the naval idea group dominance can easily be assured. This fleet can then be used to funnel trade from across the world to their home trade node in Antwerpen as well as ensuring their rule of the sea. Due to Antwerpen being a node with no outgoing connections, Netherlands can try to take full control over this node without risking larger neighbors steering the trade away. When it comes to the colonization game, Netherlands can take a passive or more aggressive role. The player might even completely opt out from colonization and instead just steer the profits back home to Antwerpen using light ships rather than colonies.
Forming Netherlands as a Dutch Minor
As of recent patches, forming The Netherlands as one of the three available OPM's is quite difficult. However each nation has its ups and downs concerning its first couple of decades. There are a couple things to note before going into detail. The first war with Burgundy should be done as quickly as possible. After you take the three provinces required to form the Netherlands, you should then aim to release nations. If you can do this ASAP then the gains Austria will get from Burgundy will be minimal and you can continue eating up the smaller southern states to create a stronger border.
Utrecht has the best position to rapidly expand and take 3 provinces and possibly Munster as a vassal in the first decade. The first thing you should do is create two more infantry units. Delete your cogs, set trade ships to the home node. Start fabricating claims on Friesland. When you're good, make your leader into a general and declare onto Gelre immediately with reconquest CB. If luck is on your side, East Frisia will have allied with Gelre and you can go ahead and annex them as well when they join in the war which is quite likely. By this time you will have already squished Gelre's army. You can annex both of these nations as for one, Gelre is already your core.
Gelre's starting position is much worse than the other two nations. For one, its only province is also Burgundy's core so they will almost always attack or warn you, setting you back years. It is however, a monarchy. As a monarchy you will have a much better time securing an alliance with France or Denmark. You can also play the dynasty game, possibly getting a good union over someone before becoming a republic. You can also opt not to become a republic if your dynasty is quite strong, for example having France or any other great power in your dynasty.
The problem with the other two nations is that they are more likely to be warned by Burgundy which is a major setback to early expansion. Friesland however has more leeway by taking out both East Frisia and Oldenburg for some strength against the other two Dutch OPMs. East Frisia holding an estuary for Antwerpen. As with the other two, delete cogs, set trade ships. Fabricate onto East Frisia and Utrecht. Declare on East Frisia when you can. When claims are complete, attack and then start putting claims onto Utrecht. When East Frisia is annexed, attack Utrecht and then vassalize instead. Attack Gelre and let Utrecht siege as Utrecht has a core on Gelre. Annex Utrecht later. With Utrecht and yourself and perhaps another ally, vassalize Munster as well. This should give you some good borders and base tax to help you start your war against Burgundy.
At your size and distance an alliance with France is quite likely and could be long-lasting if you play your cards right. It is absolutely vital that you attack Burgundy before Austria has the chance to take their lands through the Burgundian inheritance event. Austria is a much stronger enemy than Burgundy with its perks as the emperor and multiple allies it usually has. Poland, Castile, and England are all potential allies Austria usually gets. The one province that you must get at any cost is Holland. The value of this province for the trade in Antwerpen is huge plus the estuary is special as it also gives +5 naval forcelimit. Having Holland at least will help you obtain the remaining two provinces of Breda and Zeeland required to form the Netherlands. After that you can whittle Austria down to take Antwerp itself and some other provinces.
Forming Netherlands as Burgundy
The easiest nation to form the Netherlands as is Burgundy due to their considerable size. To connect north and south Burgundy it is a good option to take the mission "save the Burgundian people in Barrois" which will give a claim on Barrois, connecting the two halves. After Barrois is taken it is a good idea to focus on some of the minor HRE members that are needed to form the Netherlands: Utrecht, Gelre, and Friesland. Patience is of the essence; one should wait for the emperor to be busy with a war with a decently strong nation so that they are distracted from Burgundian incursions. As of patch 1.7 one can diplo-vassalize all three OPMs, avoiding open conflict with the emperor. Note that annexing them causes -25 opinion with every HRE-member, and that Utrecht has a core on Gelre. When level 10 admin tech is reached it's possible to form the Netherlands. As Burgundy this will cause all French provinces to be forfeit, which is generally considered undesirable. The simplest workaround for this is to release a vassal and feeding that vassal the French provinces. It is worth noting that the generally high quality of base-tax provinces in the region means that the AI will only purchase one or two provinces at a time, until previous purchases have been cored - so this strategy must be planned well in advance to allow the transfer of all French-region provinces. As of patch 1.6.1 this strategy of feeding a vassal the French provinces doesn't work anymore. Even if one of your vassal owns these provinces they will be given to France when you enact the decision to form the Netherlands.
Alternatively, primary attention can be given to eliminating France completely as Burgundy. Maintaining strong alliances - particularly with Castille, Aragon, and Savoy - will enable you to wage constant war with France. The first war is the most difficult, but by forcing France to release nations and break vassalage (there are many possibilities) you can then in turn vassalize and annex those territories, while also taking a territory or two for yourself each war. By keeping them in a constant state of recovery, and consequently crippling them after every war you may proceed to completely remove France from the map. Once France is non-existent you will keep all territories when you convert to the Netherlands. Make sure to capitalize upon your strong trade income and mercenary perks in this stage of the game. Once the Netherlands are formed, you may now proceed to become the Emperor as you will probably have much better base tax and manpower than Austria. By diplomatically expanding through the HRE and militarily expanding into Iberia, the Netherlands have great blobbing potential using this strategy.
Expanding in Europe
After forming the Netherlands it will still be possible to expand into the HRE but by that time even the minor nations could have some large powerful allies. So it might be harder to defeat them. There is a chance France could get into a nasty war, and the Netherlands can get an good opportunity to attack them. And maybe get a few provinces. If the player and current Emperor are both at peace(no war with any country) and the player has taken a province belonging to the HRE and not yet cored it, the Emperor can enact 'Unlawful Territory' giving the player a relation malus to all other nations in the HRE as well as a revolt risk increase in the province. Therefore in order to make the expansion as "peaceful" as possible, when the war has been won against small nations, demanding them to become your vassal and then a decade later annex them might prove more successful.
A Good strategy to quickly expand the Netherlands through colonization is to do what the Dutch historically did: Try to get footholds in the Spice Islands and areas in Massachusetts and Connecticut (but make sure not to historically lose these lands to the British). In order to get to the fabled Spice Islands you have two options: Firstly, you can go in through Africa and get holdings on the Ivory Coast and then in the Cape Of Good Hope in order to reach the Spice Islands, or uou can go through South America and island hop on Hawaii and Tahiti to get to the Spice Islands. Either way, getting to the Spice Islands can be a worthwhile and lucrative investment, especially with the Trade Companies, which were added in Wealth of Nations.
An important choice has to be made when it comes to choosing idea groups, as it dictates how the player will play the game. Exploration is a good choice as the first or second idea group, if the player wants to colonize. Naval and Trade are also pretty important ideas to choose. You don't need Maritime as much since Dutch National Ideas give a huge bonus to naval force limit.
- Exploration is good for setting up colonies and getting tariffs.
- Naval increases the effectiveness of the ships and admirals if you compete against naval power
- Trade lets you use Antwerpen trade node effectively
- Administrative is a good idea for cheaper mercenaries because your manpower pool is usually small
- Quantity as alternative to Administrative gives you naval and land force limit and manpower also in combination with Exploration gives additional colonist
- Innovative is good choice to improve quality and quantity of generals and admirals