Formable countries
Some countries can be created after the game start, and some countries exist at the start of the game but can be re-formed if they cease to exist. Country formation is typically done through the Nation Formation tab on the Journal screen. Country formation is also called unification. Some formable countries are also able to be released directly, instead of being formed.
Minor unification[edit | edit source]
For most country formations, the requirements are:
- The country does not currently exist
- Having at least one of the required primary cultures
- Having a country tier lower than the formable country
- Controlling a certain percentage of target state regions
Some countries have additional requirements, for example, researching either
Nationalism or
Pan-nationalism.
As soon as the requirements are fulfilled, a button to form the nation can be pressed in the "Culture" tab. The country changes, updating the primary cultures and flag and increasing the country tier.
Dominions,
Personal Unions,
Puppets, and
Vassals count toward formation for the purposes of controlling state regions (but not tributaries and protectorates). If the subject shares a primary culture of the formable country, it is entirely annexed on formation – whether they own any of the required states or not. Subjects with other primary cultures are not annexed, but do cede all target state regions to their overlord on formation. Indirect subjects of these types also count towards the formation requirements, but will become subjects of the unifier instead of being annexed.
Major unification[edit | edit source]
Major unifications have the same basic requirements as minor unifications, except that same tier countries can still form them. Further, unlike minor unifications, a country does not need to control the required states directly, but instead can gain support from same cultured countries as a unification candidate.
Most major unifications can have up to three candidates at a time, drawn from the three most prestigious
Great Powers with eligible primary cultures. If no great power is eligible,
Major Powers are then eligible to be unification candidates. Some unifications may set a different minimal rank to become a unification candidate: in case of
Scandinavia and
Italy, if there are no eligible
Major Powers or above, then
Minor Powers will become eligible. A unification candidate does not lose its candidacy if its rank drops below the eligible level. Each non-candidate country with eligible primary cultures chooses to support any one or none of the candidates; AI countries choose which country to support, or not, based on a score derived from relations and attitude. Subjects may only support their direct overlord.
While there are multiple candidates, none of them can form the country. Instead, each unification candidate can start a leadership play to force other candidates to renounce their candidacy, with each candidate's supporters automatically supporting their side in the play. A candidate who backs down from or loses a leadership play is disqualified from becoming a candidate again, and the number of potential candidates is also reduced by one. However, the disqualified candidate can still use the regular formation process of direct control of the required states to form the country.
While there is a single candidate and any required state is not held by a supporter or ally – or a subject of the candidate, supporter, or ally, that country can start a unification play against all other countries holding required states, excluding disqualified candidates or targets. When launching a unification play for Germany, Italy, or Scandinavia, the candidate immediately annexes all supporters. Any subjects of a supporter become subjects of the candidate. A unification play adds each required state held by targeted countries as a primary demand, while the opposing side uses the
Cut Down to Size, so if the candidate backs down or capitulates, the annexed supporters are restored. A unification play is not necessarily required; the unified country can be formed as soon as sufficient states are controlled by the sole candidate and its supporters. What makes a unification play attractive is that it does not generate infamy for the unification candidate, making it high-risk, high reward.
Beside their special mechanics, both leadership and unification plays are otherwise regular diplomatic plays, so other countries can join or be swayed and other war goals can be added as normal.
Currently, only ![]()
![]()
Federation of the Andes,
Germany,
Italy,
Scandinavia, and
Yugoslavia are major unifications.
Special unifications[edit | edit source]
Certain unifications have additional mechanics, such as special journal entries, decisions, or unification wargoals.
Canadian and
Australian colonies can be merged either by a shared overlord or by the colonies themselves though a special decision, though the final formation follows the regular rules.
The
North German Federation (NGF) and
South German Federation (SGF) can be formed through a journal entry for countries of those cultures. When the entry completes, they automatically change to the federation country[1] and receive an event giving
influence and
prestige. AI countries of the same primary culture in the country's customs union or supporting them as unification candidate for Germany are annexed; other countries of the same primary culture receive an event which annexes them or adds claims on all of their owned states. Great powers are exempted from these events.
Iberia has a journal entry in ![]()
Iberian Twilight, The Iberian Union to assist with unification.
Italian unification also has a journal entry, and while it is active the country may receive an event to annex
minor or
insignificant powers that are in its
customs union, are its subject, or neighbor it, making unification easier and simpler.
Peru-Bolivia can be formed by
Bolivia through the journal entry The Peru-Bolivian Confederation.
In addition to the special unification plays for major unifications, the following countries have a special annexation play to support their formation:
Arabia,
China,
Ethiopia,
India (BHT), and
Indonesia. Except for China and Ethiopia's, these special plays require researching
Pan-nationalism to be used.
Romania can be formed by either
Moldavia or
Wallachia via Journal entries, that establishes the countries as a
Personal Union first and then later forms Romania.
List of formable countries[edit | edit source]
Major formable countries[edit | edit source]
All major formable countries require a certain percentage of states in a related geographic region. Note that formation requirements can differ from candidacy requirements, in which case it may be possible to form the country without ever becoming a candidate. Candidacy requirements also include the formation requirements though, so it is not possible to become a candidate without being able to form the country.
| Country | Primary cultures | Country tier | Requirements | Invalid targets | Geographic region | Percentage of states | |
|---|---|---|---|---|---|---|---|
| General | Candidacy-only | ||||||
|
Hegemony | Andes | 80% (28/35) | ||||
|
Empire |
|
|
Greater Germany | 73% (23/31) | ||
|
Empire |
|
|
Italy | 70% (12/17) | ||
|
Empire | Scandinavia | 70% (11/15) | ||||
|
Empire |
|
|
|
Yugoslavia | 75% (8/12) | |
Other formable countries[edit | edit source]
There are two types of other formable countries:
- Countries that require a certain percentage of states with cultural homelands matching a primary culture. This is the same as the major formable countries.
- Countries that require a certain percentage of states from a specified list.
| Country | Primary cultures | Country tier | Other requirements | Required states | Percentage of states | EExists at start |
|---|---|---|---|---|---|---|
|
Kingdom |
|
50% | |||
|
Kingdom |
|
100% | |||
|
Empire | Cultural Homelands | 75% | |||
|
Kingdom |
|
80% | |||
| Maori | Kingdom | Cultural Homelands | 100% | |||
|
Empire |
|
75% | |||
| Australian | Kingdom | Cultural Homelands | 75% | |||
| Baluchi | Kingdom |
|
33% | |||
| Bengali | Kingdom | Cultural Homelands | 50% | |||
| Brazilian | Empire | Cultural Homelands | 80% | |||
| Greek | Empire |
|
100% | |||
|
Kingdom | Cultural Homelands | 75% | |||
| Tamil | Kingdom | Cultural Homelands | 75% | |||
| Dixie | Principality |
|
|
100% | ||
| Central American | Kingdom | Cultural Homelands | 50% | |||
|
Hegemony |
|
Cultural Homelands | 75% | ||
|
Empire | Cultural Homelands | 60% | |||
| North Andean | Kingdom | Cultural Homelands | 80% | |||
|
Empire |
|
75% | |||
|
Kingdom |
|
75% | |||
|
Empire | Cultural Homelands | 75% | |||
|
Empire | Cultural Homelands | 75% | |||
| English | Kingdom |
|
75% | |||
|
Empire |
|
33% | |||
| French | Empire |
|
75% | |||
| Yankee | Kingdom | Cultural Homelands | 75% | |||
|
Principality |
|
100% | |||
| North Andean | Empire |
|
85% | |||
|
Empire | Cultural Homelands | 75% | |||
| Gujarati | Kingdom | Cultural Homelands | 100% | |||
| Hindustani | Empire | Cultural Homelands | 100% | |||
|
Empire | Cultural Homelands | 90% | |||
|
Hegemony |
|
75% | |||
|
Empire |
|
65% | |||
| Irish | Kingdom | Cultural Homelands | 75% | |||
| Kazakh | Kingdom |
|
50% | |||
| Kyrgyz | Grand Principality | Kirghizia | 100% | |||
| Lao | Kingdom | Laos | 100% | |||
| Maghrebi | Kingdom |
|
100% | |||
|
Empire |
|
50% | |||
| Marathi | Kingdom | Cultural Homelands | 100% | |||
|
Kingdom |
|
50% | |||
| Mexican | Kingdom | Cultural Homelands | 75% | |||
| North German | Kingdom | Cultural Homelands | 75% | |||
| Oria | Kingdom | Cultural Homelands | 100% | |||
|
Empire |
|
80% | |||
| South Andean | Kingdom |
|
80% | |||
| Polish | Kingdom |
|
55% | |||
|
Empire |
|
100% | |||
|
Empire | Cultural Homelands | 75% | |||
| North German | Kingdom |
|
80% | |||
| Punjabi | Kingdom | Cultural Homelands | 100% | |||
| Rajput | Kingdom | Cultural Homelands | 100% | |||
| Platinean | Empire |
|
85% | |||
| Romanian | Kingdom | Cultural Homelands | 37.5% | |||
| Russian | Empire | Cultural Homelands | 75% | |||
| South German | Kingdom | Cultural Homelands | 75% | |||
| Spanish | Kingdom | Cultural Homelands | 75% | |||
| Swedish | Kingdom |
|
75% | |||
| Tajik | Grand Principality |
|
50% | |||
| Quechua | Kingdom | Cultural Homelands | 50% | |||
|
Empire |
|
75% | |||
|
Empire |
|
40% | |||
|
Grand Principality | Cultural Homelands | 100% | |||
|
Empire |
|
100% | |||
| Uzbek | Grand Principality |
|
66% | |||
| Afro-Caribbean | Kingdom |
|
100% | |||
|
Kingdom | Yemen | 100% | |||
|
Kingdom | Zambezi | 75% |
Formation event[edit | edit source]
Most countries receive an event the first time they are formed, or reformed for those that exist at the start. Certain countries have a special event, while the rest receive a generic event.
[Country Adjective] Unification
Is triggered by:
|
| Trigger conditions:
Is none of the following:
|
References[edit | edit source]
- ↑ Only for Principality or Kingdom tier countries.
- Formable countries are defined in /Victoria 3/game/common/country_formation/00_formable_countries.txt
- Major unification countries are defined in /Victoria 3/game/common/country_formation/00_major_formables.txt and with
is_major_formation = yes - Diplomatic plays related to unification are defined in /Victoria 3/game/common/diplomatic_plays/00_diplomatic_plays.txt with
dp_unifyordp_leadershipas their prefix