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General Information Edit

Newfoundland Newfoundland is an Anglo country located on the Island of Newfoundland, as well as the northwest coast of Quebec. Newfoundland is playable from September 26 1907 to February 16 1934.

See also: Canada, Great Britain

StrategyEdit

Canada is often protective, so your first move should be securing an alliance with them. As you are in a position of low threat through most of the playable time, only canada (and america if they are particularly interested) will attack you, so if you secure canada who always allies america, you will likely be safe.

Decisions Edit

Form British Nation Edit

Requirements:

  • This country:
    • Primary Culture is in the British Culture Group, Welsh, Highlander, Anglo-Saxon, or Briton
  • Is not:
  • Great Britain Great Britain does not exist
  • Administrative Technology is at least 55
  • Is not a Subject Nation
  • Is not a Nomad Nation
  • At Peace
  • Owns Core:
    • London (236)
    • Oxfordshire (237)
    • Wessex (234)
    • Lothian (248)
    • Aberdeen (251)

Upon Enactment:

  • Country changes to Great Britain Great Britain
  • Gain 28px-Prestige 25 Prestige
  • Gain permanent claim to the British Isles region
  • If Duchy Duchy, then set government rank to Kingdom Kingdom.
  • If an Holy Roman Empire HRE member and not an elector, leave the empire.
  • Capital moves to London (236)
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Form Newfoundland Newfoundland Edit

Requirements:

  • Newfoundland Newfoundland does not exist
  • Capital is a core in Colonial Canada
  • Owns Core Provinces: 980, 981, 3018
  • Is former colonial nation
  • Is not a subject nation
  • At Peace

Upon Enactment:

  • Country changes to Newfoundland Newfoundland
  • Gain 28px-Prestige25 Prestige
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Newfoundlander Ideas and Traditions Edit

Traditions:

  1. Naval forcelimit modifier: +25%
  2. Naval morale: +10%

Ideas:

  1. Fishing Industry: Global trade goods size modifier +20%
  2. Independent Dominion: Yearly republican tradition +0.5
  3. Economic Boom: Global tax modifier: +10%
  4. Ode to Newfoundland: Land morale +10%
  5. First Nations: Accepted cultures +1
  6. Long range mountains: Defensiveness +15%
  7. Oil fields: Global trade power +10%

Ambitions:

  1. Navy tradition: +1

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