- +25% National sailors modifier
- +10% Ship durability
- +20% Morale of navies
- Can recruit Explorers and Conquistadors
- +33% Colonial range
- +1 Colonists
- −10% Ship costs
- +10% Global trade power
- +10% Production efficiency
- +1 Yearly prestige
- +2.5% Discipline
- +20% Trade steering
Norway is a country that nearly touches the top of the Earth. Norway starts as being bordered by Sweden in the east, Novgorod in the northeast, Denmark in the south and Scotland in the southwest. Norway starts the games as a minor partner of Kalmar Union of Denmark along with Sweden.
Iceland does not exist.
If the country is AI-controlled, then it:
All provinces that are a core province of this country but not owned by this country:
If the country
Every owned province of the Faroes
Reykjavik (370) and Akureyri (371) both:
All provinces that:
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.21.
For untold centuries the Kingdoms of the North have been divided and locked in internecine power struggles. Previous attempts at Union have ultimately failed, to the delight of their European neighbors. Even so, the vision of a lasting union remains a tantalizing possibility...
Scandinavia does not exist.
If AI-controlled further:
- Main article: Norwegian events
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.16.
Norwegian War of Independence
Norway starts the game with a low development and shrinking economy, which prevents Norway from reaching army force limit and naval force limit. It is recommended to disband the cavalry regiments, recruiting infantries and disbanding most of the ships as well as focusing on administrative power in order to reach fifth administrative technology as soon as possible. Even though Norway starts the game as a minor partner of the Kalmar Union and low force limit, Norway can easily gain independence with the help of Sweden, since Sweden is mostly rebellious and Denmark doesn't have many allies, due to its diplomatic relations with its 3 subject nations, Sweden, Norway and Holstein. It would be wise to declare war of independence on Denmark as soon as Sweden accepts an alliance. The strategies of the war is very similar to Sweden's. Taking the fort in Skåne is enough for gaining independence. Giving provinces to Sweden is not recommended, since making Sweden more powerful would encourage Sweden to backstab Norway.
Developing Economy and Expansion
After the war, Norway's income will significantly increase and be able to declare war on other countries. Since Novgorod most likely would be in a bad situation, most provinces taken by Muscovy and most likely still bordering Norway, taking Kola is sensible, though it is a bit risky to border with Muscovy at one point. Also, attacking Scotland for Highlands is an option, when they are being invaded by England.
If the independence war is short, Norway will still have a Historical Friend relationship with Denmark, so you can ally them and back-stab Sweden. If you do, remember to annex Dalaskogen, since it is pretty much the reason Sweden became so strong historically. With Denmark's help, you should be able to annex all of Sweden in a few wars. Denmark will also probably take some of Sweden, so be ready to fight them, too.
Scotland might attack you if they find you weak. If so, you can use your superior fleet (especially if you have a naval ally) to blockade Orkney Islands while you land your entire army safely with a few transports. If you're very lucky, you can trap the entire Scottish army on the islands while you occupy the rest of Scotland, then move your fleet and watch the Scots get massive penalties against your waiting army. You cannot annex all of Scotland without angering England, but you should block England's access so you can take the rest later.
The most important fact about Norway is its location. Norway starts the game as one of the closest nations to the New World, especially Canada. For the time that passed, you have probably reached the fifth administrative technology. From there, adopting Expansion Ideas to recruit Colonists is an option. The other option is Exploration ideas. The second Norwegian Idea already gives the ability to recruit Conquistadors and Explorers, as well as a boost to Colonial Range, but often administrative points are in higher demand than diplomatic ones, especially if you plan on doing a fair amount of warfare and coring of provinces.
Spending all administrative power on Expansion Ideas is enough to unlock the Second Norwegian Idea. Discovering and colonizing Greenland is logical to reach New World. Though, colonization of Greenland as Norway, would result in losing ducats. Decreasing Colonial Maintenance or developing provinces strategically would recover the economy. Anyway, Greenland has a high chance of producing valuable ivory, which can help your trade. After colonizing Greenland, it is time to colonize Canada.