Country

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A Country is a political entity that can participate in Diplomacy. It has a Government, a Primary Culture, and a Primary Religion. It may control Armies and Navies to project its power.

Each Country is played either by a human player or by an AI.

Country base values[edit | edit source]

All countries start with these basic modifiers.

Country base values[1]
  • Allow Males in Cabinet Allow Males in Cabinet
  • Allow Males to Command Allow Males to Command
  • Logistics Distance +50 Logistics Distance
  • Army Tradition Decay +0.5% Army Tradition Decay
  • Artillery Bonus vs Fort +5 Artillery Bonus vs Fort
  • Bank Interest +10% Bank Interest
  • Burghers Allowed in Cabinet Burghers Allowed in Cabinet
  • Burghers Allowed to Command Burghers Allowed to Command
  • Can Gather Amber Can Gather Amber
  • Can Extract Beeswax Can Extract Beeswax
  • Can Gather Chili Can Gather Chili
  • Can Extract Clay Can Extract Clay
  • Can Gather Cloves Can Gather Cloves
  • Can Farm Cocoa Can Farm Cocoa
  • Can Farm Coffee Can Farm Coffee
  • Can Farm Cotton Can Farm Cotton
  • Can Gather Dyes Can Gather Dyes
  • Can Capture Elephants Can Capture Elephants
  • Can Farm Fiber Crops Can Farm Fiber Crops
  • Can Farm Fish Can Farm Fish
  • Can Farm Fruit Can Farm Fruit
  • Can Hunt for Fur Can Hunt for Fur
  • Can Mine Gems Can Mine Gems
  • Can Gather Incense Can Gather Incense
  • Can Hunt for Ivory Can Hunt for Ivory
  • Can Maintain Livestock Can Maintain Livestock
  • Can Cut Lumber Can Cut Lumber
  • Can Gather Medicaments Can Gather Medicaments
  • Can Farm Olives Can Farm Olives
  • Can Gather Pearls Can Gather Pearls
  • Can Gather Pepper Can Gather Pepper
  • Can Extract Pottery Can Extract Pottery
  • Can Gather Saffron Can Gather Saffron
  • Can Gather Salt Can Gather Salt
  • Can Gather Sand Can Gather Sand
  • Can Farm Silk Can Farm Silk
  • Can Farm Sugar Can Farm Sugar
  • Can Gather Tea Can Gather Tea
  • Can Farm Tobacco Can Farm Tobacco
  • Can Hunt for Wild Game Can Hunt for Wild Game
  • Can Farm Wine Can Farm Wine
  • Can Farm Wool Can Farm Wool
  • Casus Belli Creation Speed +4% Casus Belli Creation Speed
  • Clergy Allowed in Cabinet Clergy Allowed in Cabinet
  • Colonial Range +1000 Colonial Range
  • Cossacks Allowed to Command Cossacks Allowed to Command
  • Education of Heirs +75% Education of Heirs
  • Expected Cost of Court +10% Expected Cost of Court
  • Crown Allowed in Cabinet Crown Allowed in Cabinet
  • Crown Allowed to Command Crown Allowed to Command
  • Cultures Capacity +0 Cultures Capacity
  • Dhimmi Allowed to Command Dhimmi Allowed to Command
  • Diplomatic Capacity +1 Diplomatic Capacity
  • Diplomatic Range +1000 Diplomatic Range
  • Diplomatic Reputation +3 Diplomatic Reputation
  • Expected Diplomatic Spending +10% Expected Diplomatic Spending
  • Estate Satisfaction from Destroying Estate Buildings −1% Estate Satisfaction from Destroying Estate Buildings
  • Estate Satisfaction from New Buildings +5% Estate Satisfaction from New Buildings
  • Monthly Experience Decay +5% Monthly Experience Decay
  • Exploration Cost +0% Exploration Cost
  • Exploration Monthly Progress +0.05 Exploration Monthly Progress
  • Fort Limit +1 Fort Limit
  • Allows Burghers to Migrate Allows Burghers to Migrate
  • Allows Clerics to Migrate Allows Clerics to Migrate
  • Maximum Tax +30% Maximum Tax
  • Minimum Tax +0% Minimum Tax
  • Estates Satisfaction Decay +5% Estates Satisfaction Decay
  • Estates Satisfaction Recovery +0.2% Estates Satisfaction Recovery
  • Allows Laborers to Migrate Allows Laborers to Migrate
  • Maritime Presence Decay +0.5% Maritime Presence Decay
  • Pop Migration Speed +0.0001 Pop Migration Speed
  • Artist Monthly Start Chance +10% Artist Monthly Start Chance
  • Monthly Control Decline −0.5% Monthly Control Decline
  • Allows Nobles to Migrate Allows Nobles to Migrate
  • Allows Peasants to Migrate Allows Peasants to Migrate
  • Pop Assimilation Speed +1 Pop Assimilation Speed
  • Pop Conversion Speed +2 Pop Conversion Speed
  • Allows Slaves to Migrate Allows Slaves to Migrate
  • Allows Soldiers to Migrate Allows Soldiers to Migrate
  • Burghers Trade Capacity +100% Burghers Trade Capacity
  • Allows Tribesmen to Migrate Allows Tribesmen to Migrate
  • Possible Government Reforms +1 Possible Government Reforms
  • Cabinet Seats +2 Cabinet Seats
  • Proximity Cost of going downstream along a River +10 Proximity Cost of going downstream along a River
  • Proximity Cost of going upstream along a River +30 Proximity Cost of going upstream along a River
  • Proximity Cost without infrastructure +40 Proximity Cost without infrastructure
  • Proximity Cost on Frozen Water +20 Proximity Cost on Frozen Water
  • Army Morale Attrition Cost +1% Army Morale Attrition Cost
  • Army Morale Movement Cost +0.1% Army Morale Movement Cost
  • Army Morale Recovery Speed +5% Army Morale Recovery Speed
  • (Unrecognized modifier type "levy_combat_efficiency" for Module:Modifier type)
  • Maximum Diplomats +1 Maximum Diplomats
  • Maximum War Exhaustion +20 Maximum War Exhaustion
  • Maximum Religious Influence +100 Maximum Religious Influence
  • Mercenary Range +500 Mercenary Range
  • Maritime Trade Advantage +0.05 Maritime Trade Advantage
  • Military Tactics +1 Military Tactics
  • Minting Threshold +5% Minting Threshold
  • Monthly Diplomats +0.1 Monthly Diplomats
  • Monthly Inflation −0.1% Monthly Inflation
  • Monthly Karma Decay +0.01 Monthly Karma Decay
  • Monthly Rebel Growth +0.1% Monthly Rebel Growth
  • Monthly War Exhaustion −0.025 Monthly War Exhaustion
  • Morale Recovery in Friendly Territory +25% Morale Recovery in Friendly Territory
  • Movement Time when Attached to Another Unit +20% Movement Time when Attached to Another Unit
  • Naval Morale Attrition Cost +0% Naval Morale Attrition Cost
  • Naval Morale Movement Cost +0% Naval Morale Movement Cost
  • Navy Morale Recovery Speed +5% Navy Morale Recovery Speed
  • Naval Range +1000 Naval Range
  • Navy Tradition Decay +0.5% Navy Tradition Decay
  • Nobility Allowed in Cabinet Nobility Allowed in Cabinet
  • Nobility Allowed to Command Nobility Allowed to Command
  • Nobility in Parliament Nobility in Parliament
  • Parliament Request Issue Support Needed +50% Parliament Request Issue Support Needed
  • Commoners Allowed to Command Commoners Allowed to Command
  • Pop Join Rebels Threshold +20% Pop Join Rebels Threshold
  • Pop Leave Rebels Threshold +35% Pop Leave Rebels Threshold
  • Proximity Cost through Port +40 Proximity Cost through Port
  • Prestige Decay +1% Prestige Decay
  • Privateer Durability +5% Privateer Durability
  • Local Access to Raw Materials +10% Local Access to Raw Materials
  • Proximity Cost through Roads +20 Proximity Cost through Roads
  • Proximity Cost without Maritime Presence +30 Proximity Cost without Maritime Presence
  • Proximity Cost with Maritime Presence +5 Proximity Cost with Maritime Presence
  • Skill of New Artists +10% Skill of New Artists
  • Slave Raid Efficiency +2% Slave Raid Efficiency
  • Stability Decay +0.5% Stability Decay
  • Loyalty of Subjects +5 Loyalty of Subjects
  • Supply Depot Capacity +50 Supply Depot Capacity
  • Tolerance of Heathen Beliefs −5 Tolerance of Heathen Beliefs
  • Tolerance of Heretical Beliefs −2.5 Tolerance of Heretical Beliefs
  • Tolerance of the True Faith +1 Tolerance of the True Faith
  • Trade Range +1000 Trade Range
  • Tribes Allowed to Command Tribes Allowed to Command
  • Unemployed Slave Promotion +0.1% Unemployed Slave Promotion
  • War Declaration Stability Hit Tolerance +0 War Declaration Stability Hit Tolerance
  • War Declaration War-Exhaustion Tolerance +0 War Declaration War-Exhaustion Tolerance
  • Win War Chance Threshold +66% Win War Chance Threshold
  • Non-Culture Levy Size −75% Non-Culture Levy Size

Capital[edit | edit source]

Each country has a capital, which is the location where the government resides. Getting the capital Occupied in a War can be devastating.

The capital can be moved to any core location provided there are enough goods in the market at the new location. Moving the capital costs 20 Stability.png Stability and takes a minimum of 180[2] days, increased by the distance between the old capital and the new one. The Resource gold.png Gold cost to move it depends on the goods prices in the market where the new capital is located. After the capital is moved, any buildings that required the previous location to be the capital will be destroyed. Moving the capital can be cancelled at any point.

Country type[edit | edit source]

The country type defines the condition of existence of a country and has enormous gameplay implications. There are four country types. Most countries are settled countries and are selected on the world map. Other country types have to be selected from the Country Selection tab.

Country type Must own Unlocks
Settled
Country location.png
Locations
  • Advancement background.pngexpansionism Call of the Frontier advance
  • Settle the FrontierSettle the Frontier Settle the Frontier cabinet action
  • Subject actions.png Demand Additional Tribute country interaction
  • Subject actions.png Return Land country interaction
  • Subject actions.png Seize Territory country interaction
  • Subject actions.png Start War in Colony country interaction
  • Friendly actions.png Invite Settlers country interaction
Army Based
Country army.png
Armies
  • Advancement background.pngexpansionism Call of the Frontier advance
  • Settle the FrontierSettle the Frontier Settle the Frontier cabinet action
  • Government reform conquistador country.pngconquistador country Group of Conquistadors government reform
  • Government reform legacy of genghis.pnglegacy of genghis Legacy of Činggis Khān government reform
  • Government reform cossacks reform.pngcossacks reform Sich Rada government reform
Extraterritorial
Country building.png
Buildings
  • Government reform banking country.pngbanking country Banking Family government reform
  • Government reform hanseatic merchant federation.pnghanseatic merchant federation Hanseatic Merchant Federation government reform
  • Army infantry.png Clan Retainers unit type
  • Army infantry.png Clan Retainer Cavalry unit type
  • Building clan shipyards.png Clan Shipyards building
  • Building clan family shrine.png Family Shrine building
  • Building yamashiro.png Gosho building
  • Building kokufu.png Kokufu building
  • Building shoen.png Shōen building
  • Building tatara.png Tatara building
  • Building yamashiro.png Yamashiro building
Society of Pops
Country pop.png
Pops No Not playable

Country rank[edit | edit source]

Country ranks at the start of the game

The country rank represents the respect countries inspire among their peers. The country rank can be increased for a Ducats Gold cost once certain requirements are met. Once increased, country rank can never be reduced.

Country rank[3] Uses victory cards Language power per political power Effects Upgrade requirements Ducats Upgrade cost[4]
County icon
County
This Country Rank represents the smallest Countries. Usually those with only a single Location. A small tribe may usually be represented by this rank as well.
No 0.05
  • Can Sign Alliance Can Sign Alliance
  • Possible Rivals +1 Possible Rivals
Duchy icon
Duchy
This Country Rank represents a small- to medium-sized Country, usually with a single Province, but it is larger or more populous than a County.
No 0.25
  • Can Sign Alliance Can Sign Alliance
  • Can Guarantee Can Guarantee
  • Cultures Capacity +0.5 Cultures Capacity
  • Diplomatic Capacity +1 Diplomatic Capacity
  • Diplomatic Range +200 Diplomatic Range
  • Great Power Score (Exempt from Forfeit) +50 Great Power Score (Exempt from Forfeit)
  • Mercenary Range +25% Mercenary Range
  • Possible Rivals +2 Possible Rivals
  • Not blocked from becoming a duchy
  • Prestige 25 Prestige
  • Not in HRE or is leader of HRE
  • Yes Any of the following:
    • 200K Pops
    • 150K Primary religion pops
    • 100K Primary or accepted culture pops
100 + half monthly income
Kingdom icon
Kingdom
This is the Country Rank that represents the larger Countries. They have multiple Provinces and can project a fair amount of power.
Yes 1
  • Can Sign Alliance Can Sign Alliance
  • Can Guarantee Can Guarantee
  • Can Support Rebels Can Support Rebels
  • Cultures Capacity +1 Cultures Capacity
  • Diplomatic Capacity +2 Diplomatic Capacity
  • Diplomatic Range +500 Diplomatic Range
  • Fort Limit +1 Fort Limit
  • Great Power Score (Exempt from Forfeit) +100 Great Power Score (Exempt from Forfeit)
  • Maximum Diplomats +1 Maximum Diplomats
  • Mercenary Range +50% Mercenary Range
  • Possible Number of Artists +1 Possible Number of Artists
  • Possible Rivals +3 Possible Rivals
  • Not blocked from becoming a kingdom
  • Prestige 50 Prestige
  • Yes Independent
  • Yes Any of the following:
    • 2M Pops
    • 1.5M Primary religion pops
    • 1M Primary or accepted culture pops
250 + monthly income
Empire icon
Empire
This is the highest Country Rank and represents the most prestigious or powerful Countries in the world.
Yes 2
  • Can Sign Alliance Can Sign Alliance
  • Can Guarantee Can Guarantee
  • Can Support Rebels Can Support Rebels
  • Cultures Capacity +2 Cultures Capacity
  • Diplomatic Capacity +3 Diplomatic Capacity
  • Diplomatic Range +1000 Diplomatic Range
  • Fort Limit +2 Fort Limit
  • Cabinet Seats +1 Cabinet Seats
  • Great Power Score (Exempt from Forfeit) +200 Great Power Score (Exempt from Forfeit)
  • Maximum Diplomats +2 Maximum Diplomats
  • Mercenary Range +100% Mercenary Range
  • Possible Number of Artists +2 Possible Number of Artists
  • Possible Rivals +4 Possible Rivals
  • Not blocked from becoming a empire
  • Not Catholic monarchy or in HRE
  • Prestige 70 Prestige
  • Great Power Great power
  • Yes Independent
  • Yes Any of the following:
    • 10M Pops
    • 7.5M Primary religion pops
    • 5M Primary or accepted culture pops
1000 + twice monthly income

Control[edit | edit source]

Each capital, including Vassals and Fiefdoms generate proximity. By default, this is 100% in the capital location which spreads out and is gradually reduced over land and over sea if you own a town with a port building.

The reduction is scaled by % Proximity Loss reduction, flat modifiers and constructed buildings.

This is then modified by your Land vs. Naval societal value to arrive at a final control.

Proximity is then multiplied by 0.75 to form your base control which is then modified by buildings, population satisfaction and if it is a core or not. This is then applied to the produced value of the the location, and distributed to your estates in accordance to their power. This is rounded down.

Example:

You have a town with a temple in a location of your culture (core) that is 4 locations away from your capital. The population is missing goods, and is not happy giving them a satisfaction reduction in control of 13%. The proximity to your capital is 45%.

Your total control would then be 45*0,75(Proximity) + 20(Core) + 5(Town) + 5(Temple) - 13(Low Pop satisfaction) = 50,75 -> 50 Control

The share that goes to your non-crown estates is then taxed in accordance to their tax level.

Example:

  • The location, described above produces 100 gold in value, with 50 control.
  • All of your estates; Crown, Nobles, Clergy and Peasants have 25% power share.

Result:

The location produces 100 gold, which is reduced to 50 by your control value.

You have a crown power of 25%, which means that 12.5 gold goes straight to your monthly income.

Your Estates also have 25% power each (75% total), which means that 37.5 gold goes into their monthly income (which they can construct buildings with and loan to you).

This is then taxed, depending on the individual tax level of your estates which is also added to your monthly income. Let us assume that all of the estates have 20% tax. (This is manually adjustable by each estate on the slider setting).

In this situation you would gain 12.5 gold + 7.5 gold (20% tax of 37.5)

Maritime presence[edit | edit source]

Each country has a maritime presence, which reduces the proximity that is lost between sea zones when calculating control. Maritime presence in the coastal sea zones of a market is also an important source of trade advantage. While at peace, each port will gradually increase maritime presence, while a blockade will quickly reduce it. A navy of light ships in a sea zone will rapidly increase maritime presence.

Privateers can be created from 250 Sailors by countries that meet the requirements to hire privateers. Privateers will reduce the maritime presence of rebels and countries at war with. For other countries, privateers display as pirates.

Rebels[edit | edit source]

If pops do not have sufficient satisfaction, they will create a rebellion or join a rebellion with the same objectives. If enough pops in a location join a rebellion, the location will join the rebellion too.

Every rebellion has progress that goes from 0% to 100%. Rebellions gain progress at a rate of 0.1% every month, and the rate is increased if control is low in the locations where pops joined the rebellion. When a rebellion reaches 100% progress, all locations that joined the rebellion will form a new country and start a war against their previous owner. There are five types of rebellions:

Rebels Pop requirements Notes
Nationalist Rebels Same culture as existing rebel pops
Religious Rebels Same religion as existing rebel pops
Slave Rebels Slaves social class
Estate Rebels Estate's social class Gains additional monthly progress depending on Estate Power

References[edit | edit source]

  1. From /Europa Universalis V/game/in_game/common/auto_modifiers/country.txt
  2. NDefines.NCountry.CAPITAL_MOVE_BASE_DAYS = 180 in Defines.
  3. Country ranks are defined in /Europa Universalis V/game/in_game/common/country_ranks/00_default.txt
  4. Rank upgrade costs are defined in /Europa Universalis V/game/in_game/common/prices/04_government.txt
Mechanics
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