Scotland

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.11.

Scotland
Scotland.png
Primary culture
Scottish (British)

Capital province
Lothian (248)

Government
Feudal MonarchyGovernment monarchy.png

State religion
CatholicCatholic.png

Technology group
WesternWestern technology group
Ideas and traditions
Traditions.png Traditions:
+1 Land leader shock
+33% Land force limit modifier

National unrest.png Break the Black Douglas

-1 National unrest

Global ship cost.png Modernized the Royal Scots Navy

-10% Ship costs

National manpower modifier.png Reign in the Clans

+20% National manpower modifier

Stability cost modifier.png Comets?

-10% Stability cost modifier

National tax modifier.png Tighten up Royal Revenue

+10% National tax modifier

Legitimacy.png Basilikon Doron

+1 Yearly legitimacy

Aggressive expansion impact.png Pass the Act of Revocation

-15% Aggressive expansion impact

Idea bonus.png Ambitions:

-15% Land maintenance modifier

Scotland is a country in the British Isles that is capable of forming Great Britain.

Missions[edit]

Military power.png Claiming Orkney

Orkney, lying where it is, is of strategic importance to the Scottish crown. We now have a legitimate reason to claim these territories, we must take it.
 
Mission trigger.png
Triggers
Acquisition conditions
  • Scotland is not a subject nation
  • Orkney is not owned by Scotland
  • Orkney's owner is not allied with Scotland
Acquisition chance
  • Base weight: 3000
    • Ruler's military skill is at least 4: ×2
    • Ruler's administrative skill is at least 4: ×2
Success conditions
  • Scotland owns Orkney
Failure conditions
  • Scotland is a subject nation

Mission effect.png
Effects
Reward
  • Gain the Faster Integration province modifier on Orkney for 10 years:
    • Local autonomy.png-0.1 Montly autonomy reduction
Temporary effects
  • Scotland gains a claim on Orkney

Military power.png Advance the Frontier

To protect Scotland we must advance the frontier south and take Northumberland to act as a buffer.
 
Mission trigger.png
Triggers
Acquisition conditions
  • Scotland:
    • Is not a subject nation
    • Is not at war
    • Is not allied with England
    • Does not own Northumbria
  • England:
    • Does exist
    • Does not own Highlands
    • Does not own Lowlands
    • Owns Northumbria
Acquisition chance
  • Base weight: 1000
    • England is at war: ×2
Success conditions
  • Scotland:
    • Is not at war with England
    • Owns Northumbria
  • England does not own:
    • Highlands
    • Lowlands
Failure conditions
  • Scotland is a subject nation

Mission effect.png
Effects
Reward
  • Gain Prestige.png10 Prestige
Temporary effects
  • Scotland gains a claim on Northumbria

Military power.png Defend the Nation

We cannot yield one yard of Scottish lands to the English foe. We must fight until England realizes this.
 
Mission trigger.png
Triggers
Acquisition conditions
  • Scotland is not:
    • A subject nation
    • At war
  • England owns Highlands or Lowlands
Acquisition chance
  • Base weight: 3000
    • England is at war: ×2
Success conditions
  • Scotland is not at war with England
  • England does not own Highlands or Lowlands
Failure conditions
  • Scotland is a subject nation

Mission effect.png
Effects
Reward
  • Gain Icon stability.png1 Stability
  • Lose Icon war exhaustion.png-5 War Exhaustion
Temporary effects
  • If England owns Highlands, Scotland gains a claim on Highlands
  • If England owns Lowlands, Scotland gains a claim on Lowlands

Events[edit]

Main article: Scottish events


Decisions[edit]

Scotland can form Great Britain Great Britain both military and diplomatically.

Execute decision.pngForm British Nation

By uniting our political development domestically and extending our influence beyond our borders we will be able to reinforce our position in world affairs and transform into one of the foremost European powers, the British Empire.
 
Potential Requirements Allow
  • Is not a subject nation
  • Is not at war
  • Has at least 10 Administrative Tech
  • Owns and has cores on:
London, Oxfordshire, Wessex, Lothian and Aberdeen

Effects
  • Changes country to Great Britain Great Britain
  • Sets capital to London
  • If is a Duchy rank Duchy, change Rank in Kingdom rank Kingdom
  • Add 25 Prestige.png Prestige
  • Add claim on all unowned province in British Isles
  • If is a HRE member and not an elector, remove all province from HRE
  • Adds the modifier "Increased Centralization" for 20 years:
    • -0.05 Autonomy.png Monthly autonomy change
    • +1 National unrest.png Unrest

Execute decision.pngForm British Nation Diplomatically

By uniting our political development domestically and extending our influence beyond our borders we will be able to reinforce our position in world affairs and transform into one of the foremost European powers, the British Empire.
 
Potential Requirements
  • Any of the following:
If is AI controlled:
Has Scotland Scotland as junior partner or as vassal
  • Is Scotland Scotland
If is AI controlled:
Has England England as junior partner or as vassal
Allow
  • Any of the following:
Has Scotland Scotland as junior partner or as vassal
  • Is Scotland Scotland
Has England England as junior partner or as vassal
  • Is not a subject nation
  • Is not at war
  • Has at least 10 Administrative Tech
  • Has at least 100 Legitimacy.png Legitimacy

Effects
  • If is England England and Scotland Scotland is AI controlled:
    • Inherit Scotland Scotland
  • If is Scotland Scotland and England England is AI controlled:
  • Changes country to Great Britain Great Britain
  • If is a Duchy rank Duchy, change Rank in Kingdom rank Kingdom
  • Add 25 Prestige.png Prestige
  • Add claim on all unowned province in British Isles
  • If is a HRE member and not an elector, remove all province from HRE
  • Adds the modifier "Increased Centralization" for 20 years:
    • -0.05 Autonomy.png Monthly autonomy change
    • +1 National unrest.png Unrest

Strategy[edit]

Scotland starts in a precarious position, being relatively isolated and bordering a usually hostile or domineering England, and often quite poor as well, both monetarily and militarily, when compared to its southern neighbour. It also has a +1 bonus to land leader shock from the start, which is lost should Scotland directly own more than seven provinces. However, it can enter in an alliance with France relatively easily, securing protection, and often Denmark or other Iberian nations as well. An opportunity exists early on for expansion into England, with France at war with them on the continent and driving its war exhaustion up faster than it can be bought down; furthermore, England is weakened even further by pretender rebels which spawn during the Wars of the Roses and the Lollards as well. However, several things must be understood: first, that only one group of rebels can be supported in a country; second, that if half a nation's provinces are occupied, rebel demands are enforced and rebel armies become part of that nation's, even if at war; and third, that rebel armies do move on occasion. All this makes an early invasion into England risky and dangerous; however, if properly executed, a player should be able to occupy at least half of England without needing to take out loans or anything of the sort. Sometimes, France may force the release of nations from England when winning the Hundred Years' War; in that case, it is possible to declare war and vassalize any released nations, giving a foothold deeper into England.

The player's sights at the beginning of the game can also be set on Ireland, filled with weak Irish minors which will eventually be taken over by England or Great Britain. The Irish nations being relatively weak, Scotland can vassalize, vassal-feed, or annex them relatively easily, expanding Scotland's army slightly prior to a future invasion of England. Bordering few other vulnerable nations, however, Scotland should use its trade fleet to its advantage, disbanding its heavy ships if needed, as they cost a significant amount to maintain, and seek to initiate trade wars on the continent. Declare war on rivals of France, such as Burgundy or even Iberian nations, by first obtaining a trade conflict casus belli, sending light ships to protect trade in a node they control, fabricating a CB, and seizing a mainland province (or release it as a vassal; Holland, for example, holds a core on the valuable port of Holland, which can be integrated, like all vassals, after another ten years of control.) After gaining a foothold on the continent, one may desire to expand their holdings further, for example, by taking control of a nation usually without allies like Brittany. An alternative strategy proposed has been to join the Holy Roman Empire in order to expand into it by declaring war on East Frisia, vassalizing the Irish minors and selling provinces to them to lower calculated base tax, moving the Scottish capital to East Frisia, improving relations with Austria, and joining the Holy Roman Empire to expand into it without having to fight the Emperor.

In any case, Scotland will not be able to take on England for some time, given its larger armies, being on an island, and powerful navy which can often prevent other nations from landing troops on Great Britain. However, this is no reason to be discouraged, as the player has plenty of opportunities to expand within mainland Europe by targeting weaker, non-imperial nations, with continued trade wars. Scotland will be guaranteed continued protection from English attack by the strong alliances that the player has made; but unless the player can expand the Scottish military to a size larger than England's, it cannot be reasonably expected that Scotland can defeat England, although it may be possible to provoke English armies into attacking in the Scottish hills and reinforcing with troops, if the player wishes to attack England with a smaller army. The much preferable alternative would be to wait until the English AI brings its troops overseas bit by bit and gets destroyed by the armies of the nation it is attacking, in which case the player can carpet siege English without having to fight a single battle. The player can also rest assured of an event which grants 14 regiments in the Highlands upon any offensive war started by the English, which, if the Scottish army remains insufficient, will be enough to drive the English to retreat from the Scottish hillsides. Repeated beatings in the hillsides will drive English manpower down; and once their armies are sufficiently weak, the player may begin to carpet siege its provinces, hopefully removing its most valuable ports to force it to shrink its navy. As Scottish and English are both within the British culture group, no penalty to unrest is given by holding the provinces directly; however, separatism will remain, and unrest within those provinces may eventually culminate in a rebellion which the player cannot handle. Thus, it may be better to take the English provinces, release an English vassal, and feed it the provinces taken in war.

Scotland also has formidable potential as a colonial power: it can reach Greenland without significant difficulty (although a foothold in Iceland might be convenient), and northern North America without trouble. If the player is quick and prioritizes colonization, Connacht may be taken early on and diplomatic technology and exploration ideas may be rushed to secure the sufficient colonial range seal off the East Coast relatively quickly, and become a powerful colonial power. Once Scotland's position in the world has been well and truly secured, it may be time for the player to set sights on other things; it is very much possible for the player to expand into Europe, trick and surround France by taking a line of Iberian and Germanic provinces and try for the Auld Alliance achievement, among other things.

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