Netherlands

From Europa Universalis 4 Wiki
Jump to: navigation, search

This article is not considered accurate for the current version of the game. Its status was last updated for Vanilla.

Netherlands
Netherlands.png
Primary culture
Dutch (Germanic)

Capital province
Holland (97)

Government
Dutch RepublicGovernment republic.png

State religion
Reformed

Tech group
WesternWestern.png
Ideas and traditions

Traditions.png Traditions:

+50% Naval forcelimits modifier
-10% Shipbuilding time

Inflation reduction.png Amsterdam Wisselbank

+0.10 Yearly inflation reduction

Merchants.png Dutch Trading Spirit

+1 Merchants
+10% Trade Range

Production efficiency.png Polders

+10% Production efficiency

May reduce inflation.png Revenue Stamps

-15% Reduce inflation cost

Tolerance heretic.png Embrace Humanism

+3 Tolerance of heretics

Leader siege.png Army Sappers

+1 Leader siege

Infantry power.png Platoon Fire

+10% Infantry combat ability

Idea bonus.png Bonus:

+15% National trade income modifier

The Netherlands is a formable country in Europe, which can be formed by countries with a Dutch or Flemish culture. As opposed to Europa Universalis III, the player forming the Netherlands does not need to own the Flemish provinces like Ghent or Vlaanderen, but only the Dutch ones. The Dutch are a typical trading power, this also reflects in their national ideas. Historically, the Netherlands got rid of the Habsburg's influence in 1581.

Missions[edit]

Main article: Dutch missions

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

Events[edit]

If the Netherlands does not yet exist, between the years 1550 and 1650, nations that control parts of the Low Countries and are not Dutch or Flemish may get revolts and events that can eventually lead to the formation of the Netherlands. The newly-independent Netherlands will then get a full navy and army and claims over the Low Countries while minor Dutch nations may receive the opportunity to become part of the Netherlands.

Msg event.pngPROVINCENAME Revolts! (1)

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 PROVINCENAME has renounced their oath to PROVINCEOWNERNAME in order to fight for an independent Netherlands. If not put down quickly, more provinces might follow them.


Trigger Conditions
  • Fires only once
  • The year is at least 1550
  • The year is before 1650
  • Province:
    • Is not owned by the AI
    • Does not have the modifier 'Local Autonomy'
    • Is in the Low Countries
    • Any of the following:
      • Is of Dutch culture
      • Is of Flemish culture
      • Is a core of the Netherlands
  • Province owner:
    • Is not the Netherlands
    • Is not Flanders
    • Is not a subject nation
    • Has at least 6 provinces
    • Capital is not in the Low Countries
    • One of the following:
      • Does not have Dutch as primary culture
      • Does not have Flemish as primary culture
Mean time to happen (MTTH)
  • 4000 months
  • If province owner is at war: x0.75
  • If province is of a different relgion than the owner's: x0.5
  • If province owner is of a different culture group than the province's: x0.5
  • If province's culture is not the primary culture or an accepted culture of the owner: x0.5
  • If province owner is at war with the Netherlands: x0.5
  • If province has a revolt risk of at least 3: x0.75
  • If province has a revolt risk of at least 5: x0.75
  • If province has a revolt risk of at least 7: x0.75
  • If province has a revolt risk of at least 9: x0.75
Immediate Effects
  • None

Event button 547.png
Suppress the rebels!
  • Province gains flag 'dutch_revolt'
  • If the Netherlands do not exist:
    • Size 3 Dutch Nationalist rebels rise in revolt in the province
  • If the Netherlands exist:
    • Size 3 Dutch Patriot rebels rise in revolt in the province
Event button 547.png
Give local concessions
  • Province gains flag 'no_dutch_revolt'
  • Province gains the modifier "Local Autonomy" for 10 years, giving the following effects:
    • Local manpower modifier.png-100% Manpower modifier
    • Provincial Revolt Risk.png-10 Revolt risk
    • Local Tax Modifier.png-100% Tax modifier
    • Local Missionary Strength.png-50% Missionary strength
    • Local Production Efficiency.png-100% Production efficiency

Msg event.pngPROVINCENAME Revolts! (2)

The province of PROVINCENAME has joined the rebellion for an independent Netherlands.


Trigger Conditions
  • Fires only once (per province)
  • The year is at least 1550
  • The year is before 1650
  • Province:
    • Is not owned by the AI
    • Does not have the province flag 'dutch_revolt'
    • Does not have the province flag 'no_dutch_revolt'
    • Does not have the modifier 'Local Autonomy'
    • Is in the Low Countires
    • Any of the following:
      • Is of Dutch culture
      • Is of Flemish culture
      • Is a core of the Netherlands
  • Province owner:
    • Is not the Netherlands
    • Is not Flanders
    • Is not a subject nation
    • Has at least 6 provinces
    • Capital is not in the Low Countries
    • One of the following:
      • Does not have Dutch as primary culture
      • Does not have Flemish as primary culture
Mean time to happen (MTTH)
  • 120 months
  • If neighboring province has the province flag 'dutch_revolt': x0.5
  • If province is of a different relgion than the owner's: x0.5
  • If province owner is of a different culture group than the province's: x0.5
  • If province's culture is not the primary culture or an accepted culture of the owner: x0.5
  • If province owner is at war with the Netherlands: x0.5
  • If province has a revolt risk of at least 3: x0.75
  • If province has a revolt risk of at least 5: x0.75
  • If province has a revolt risk of at least 7: x0.75
  • If province has a revolt risk of at least 9: x0.75
Immediate Effects
  • None

Event button 547.png
Suppress the rebels!
  • Province gains flag 'dutch_revolt'
  • If the Netherlands do not exist:
    • Size 3 Dutch Nationalist rebels rise in revolt in the province
  • If the Netherlands exist:
    • Size 3 Dutch Patriot rebels rise in revolt in the province
Event button 547.png
Give local concessions
  • Province gains flag 'no_dutch_revolt'
  • Province gains the modifier "Local Autonomy" for 10 years, giving the following effects:
    • Local manpower modifier.png-100% Manpower modifier
    • Provincial Revolt Risk.png-10 Revolt risk
    • Local Tax Modifier.png-100% Tax modifier
    • Local Missionary Strength.png-50% Missionary strength
    • Local Production Efficiency.png-100% Production efficiency

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
  • Fires only once
  • Year is at least 1550
  • Year is before 1650
  • Country is AI controlled
  • Netherlands does not exist
  • Country is not Flanders
  • Country is not a subject nation
  • Country has at least 6 provinces
  • Any owned province:
    • Is in the Low Countries
    • One of the following:
      • Is of Dutch culture
      • Is of Flemish culture
      • Has a core of Netherlands
  • Capital is not in the Low Countries
  • Any of the following:
    • Primary culture is not Dutch
    • Primary culture is not Flemish
Mean time to happen (MTTH)
  • 2000 months
  • If Dutch is not an accepted culture: x0.75
  • If Flemish is not an accepted culture: x0.75
  • If country owns at least 2 provinces in the Low Countries with Dutch or Flemish cultures: x0.75
  • If country owns at least 4 provinces in the Low Countries with Dutch or Flemish cultures: x0.75
  • If country owns at least 6 provinces in the Low Countries with Dutch or Flemish cultures: x0.75
  • If country owns at least 8 provinces in the Low Countries with Dutch or Flemish cultures: x0.75
Immediate Effects
  • Every owned province:
    • Limit:
      • Is in the Low Countries
      • Has either Dutch culture, Flemish culture, or a Netherlands core
      • Is not capital
    • Gains a Netherlands core
  • Netherlands is released with a Dutch Republic government
  • Netherlands gains a claim on every owned province in the Low Countries

Event button 547.png
How dare they?!
  • Netherlands declares war on country with Independence War as casus belli
  • Event 'Dutch Mobilization' happens to Netherlands after 1 day
  • Every other country with a province in the Low Countries that is not Netherlands or the event Country gets the event 'Dutch Claims' after 10 days

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 (MTTH)
  • Triggered by event only
Immediate Effects
  • None

Event button 547.png
Excellent!
  • Dutch capital:
    • Infantry equal to 60% of force limit is built
    • Cavalry equal to 30% of force limit is built
    • Artillery equal to 10% of force limit is built
  • Random owned province with a port:
    • Heavy ships equal to 30% of force limit is built
    • Light ships equal to 30% of force limit is built
    • Transports equal to 20% of force limit is built

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 (MTTH)
  • Triggered by event only
Immediate Effects
  • None

Event button 547.png
How dare they?!
  • Netherlands gains a claim on every owned province in the Low Countries

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
  • The year is at least 1550
  • The year is before 1650
  • Country is AI controlled
  • Country is not Netherlands
  • Netherlands exists and is AI controlled
  • Country is not a subject nation
  • Country is not at war
  • Country has less than 3 provinces
  • All owned provinces are in the Low countries
  • Primary culture is Dutch or Flemish
Mean time to happen (MTTH)
  • 600 months
  • If primary culture is Dutch: x0.75
  • If primary culture is Flemish: x1.25
  • If country's opinion of Netherlands is at least 50: x0.9
  • If country's opinion of Netherlands is at least 100: x0.9
  • If country's opinion of Netherlands is at least 150: x0.9
  • If country's opinion of Netherlands is less than -50: x1.1
  • If country's opinion of Netherlands is less than -100: x1.1
  • If country's opinion of Netherlands is less than -150: x1.1
Immediate Effects
  • None

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 (MTTH)
  • Triggered by event only
Immediate Effects
  • None

Event button 547.png
Excellent!
  • Netherlands inherits the country and gains a core on their provinces

Msg event.pngPROVINCENAME Revolts! (3)

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
  • The year is at least 1550
  • The year is before 1650
  • Netherlands exists and is AI controlled
  • Province:
    • Owner is not Netherlands
    • Is in the Low Countries
    • Any of the following:
      • Culture is Dutch
      • Culture is Flemish
      • Is a core of Netherlands
    • Any of the following:
      • Does not have the province flag 'dutch_revolt'
      • Has had the province flag 'dutch_revolt' for at least 5 years
  • Province owner:
    • Any of the following:
      • Capital is not in the Low Countries
      • Owner's primary culture is not Dutch or Flemish
Mean time to happen (MTTH)
  • 120 months
  • If any neighbor province is owned by Netherlands: x0.75
  • If any neighbor province has the 'dutch_revolt' province flag: x0.75
  • If province religion is different than owner's: x0.75
  • If owner's culture is not in the same culture group as the province: x0.75
  • If the province culture is not the primary culture or an accepted culture of the owner: x0.75
  • If the province owner is at war with Netherlands: x0.5
  • If the province revolt risk is at least 3: x0.75
  • If the province revolt risk is at least 5: x0.75
  • If the province revolt risk is at least 7: x0.75
  • If the province revolt risk is at least 9: x0.75
Immediate Effects
  • None

Event button 547.png
[Root.GetName] is ours!
  • Province gains the flag 'dutch_revolt'
  • Size 2 Dutch Patriot rebels rise in revolt in the province
Event button 547.png
Good riddance!
  • Netherlands gains a core on the province
  • Province is ceded to Netherlands

Decisions[edit]

Execute decision.pngForm Dutch Nation

Potential Requirements
  • Netherlands does not exist
  • Country is not The Papal State
  • Country is not Holy Roman Empire
  • Any of the following:
    • Primary culture is Dutch
    • Primary culture is Flemish
    • Country is Burgundy
  • Any of the following:
    • Is not AI controlled
    • All of the following
      • Is AI controlled
      • Has at least 3 provinces
Activation Requirements
  • Administrative technology is at least 10
  • Is not a vassal
  • Is not at war
  • Owns Breda
  • Owns Zeeland
  • Owns Holland
  • Owns Utrecht
  • Owns Gelre
  • Owns Friesland
  • Has core on Breda
  • Has core on Zeeland
  • Has core on Holland
  • Has core on Utrecht
  • Has core on Gelre
  • Has core on Friesland

Effects
  • If:
    • Limited to:
      • Country is Burgundy
    • Change the primary culture to Dutch
    • Sets capital to Holland
    • French Region:
      • Limited to:
        • Is owned by Burgundy
      • Removes core on Burgundy
      • Gives France core on the province
      • Cedes province to France
  • The Low Countries:
    • Limited to:
      • Is not owned by our country
    • Adds claim to Netherlands
  • Gives 25 prestige
  • Changes country to Netherlands
  • Switch to new country's idea group

Execute decision.pngFound Oost-Indische Compagnie

Potential Requirements
  • Country is Netherlands
  • Does not have the country modifier "Vereenigde Oost-Indische Compagnie"
  • Doesn't have the country flag Trade Company
  • East Asian Trade Port:
    • Has been discovered by our country
Activation Requirements
  • Has at least 2 ports
  • Diplomatic technology is at least 10
  • East Asian Trade Port:
    • Is owned by our country

Effects
  • Sets the country flag Trade Company
  • Adds the modifier "Vereenigde Oost-Indische Compagnie" for the rest of the campaign:
    • +1 merchants
    • +5% trade power
    • +25% colonial range

Strategy[edit]

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[edit]

As with Burgundy, you can form the Dutch nation with any of the Dutch minors (Friesland, Gelre, and Utrecht). Forming the Netherlands with a Dutch minor is both challenging and gives a more historical feel to the game. After you select your Dutch OPM, you should start by rivaling the small nations around you. Make alliances with some of the slightly larger nations around you (this could be Brunswick or Munster if they like you). It is important to note that you might want to warn Burgundy before they warn you - which will block you from expansion.. Begin fabricating a claim on one of your rivals. At the same time, build up your army and navy to force limits (make sure to build some light ships to protect trade). When you feel ready, declare war, and call in all of your allies. If any of the nation's allies join, you can vassalize them or just annex them outright. Building up your economy with more provinces is important. Annex your rival, and then fabricate claims on other surrounding states. Austria may ask for the land back, but simply reject their proposal - you'll be fine for the most part. Some of your allies may break alliances - don't worry, if you make sure to ally with nations that aren't your direct neighbor, but are close enough to help in your wars, you can defend against a coalition if it attacks. After you have annexed some of your neighbors, it's time to work on improving relations with France. Rival at least one of their rivals - Burgundy will most likely be one - and also fabricate some claims on some of Burgundy's provinces. Build up your army and navy, and then declare war. France will beat up their armies while you siege some of their provinces. However, Burgundy may have allied with Castile, which makes the war a little more difficult. Don't worry though, simply focus on occupying Burgundy's provinces, and they should be willing to peace out eventually. Working out a seperate peace with Castile if they joined may also be desirable to make the war easier. If all went well, you should be able to take a couple of Burgundy's provinces, which you need to form the Netherlands. Rinse and repeat until you have all the provinces needed to form the dutch nation.

Forming Netherlands as Burgundy[edit]

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. 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.

Expanding in Europe[edit]

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 maulus 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.

Colonization[edit]

Another way to expand in the world is colonization. This could help with the trade income too. The Dutch ideas, missions and decisions are mostly for colonial empires. So colonization is the common way to go. The benefits of going this way is that it increases the money that is collected from trade, as well as that it is peaceful so worrying about coalitions and constant wars isn't necessary. The easiest place to colonize is North-America and the Caribbean, but the rest of the world is also available.

Ideas[edit]

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 want to do colonization. Naval and Trade are also pretty important ideas to choose.

  • Exploration is good for setting up colonies and getting tariffs.
  • Naval will increase the effectiveness of the ships and will allow for more ships to be build.
  • Trade is needed to get the trade goods from the colonies to Europe efficiently.