Country
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.
|
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 and takes a minimum of 180[2] days, increased by the distance between the old capital and the new one. The
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
|
Locations | |
Army Based
|
Armies | |
Extraterritorial
|
Buildings | |
Navy Based
|
Navies | |
Society of Pops
|
Pops |
Country rank[edit | edit source]
The country rank represents the respect countries inspire among their peers. The country rank can be increased for a
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 | ||
|---|---|---|---|---|---|---|
| 0.05 |
|
— | — | |||
| 0.25 |
|
100 + half monthly income | ||||
| 1 |
|
250 + monthly income | ||||
| 2 |
|
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]
| Please help improve this article or section by expanding it with: difference between secession and civil war. |
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]
- ↑ From /Europa Universalis V/game/in_game/common/auto_modifiers/country.txt
- ↑
NDefines.NCountry.CAPITAL_MOVE_BASE_DAYS = 180in Defines. - ↑ Country ranks are defined in /Europa Universalis V/game/in_game/common/country_ranks/00_default.txt
- ↑ Rank upgrade costs are defined in /Europa Universalis V/game/in_game/common/prices/04_government.txt
| Realm | Country • Government • Parliament • Estate • Reforms • Laws • Characters • Missions |
| Economy & Research | Economy • Goods • R.G.O. • Market • Building • Population • Age |
| Diplomacy & Warfare | Diplomacy • Subjects • International organization • Warfare • Combat • Military |
| The world | Location • Culture • Religion • Language • Exploration • Situations • Disasters • Diseases |




