EU4 Holland: Best Ideas For A Strong Start
Alright guys, let's talk about dominating the European theater in Europa Universalis IV as the Netherlands, starting with the province of Holland! You wanna know the EU4 Holland best ideas to get your economic and colonial empire rolling? Well, strap in, because we're diving deep into the optimal idea groups and strategies that will turn your humble beginnings into a global powerhouse. Holland, being part of Burgundy initially, offers a fantastic springboard for an independent Dutch nation. The key to success here isn't just picking random ideas; it's about synergy, understanding your national ambitions, and adapting to the ever-changing political landscape of the 15th and 16th centuries. We'll cover everything from early game economic boosts to mid-game military might and late-game colonial expansion. So, if you're ready to build a New World empire, crush your rivals, and become the envy of Europe, this guide is for you. Let's get started on building that legendary Dutch Republic!
Understanding Holland's Starting Position and Goals
So, why Holland, you ask? Well, this region is primed for greatness in EU4. You've got a high development province, a fantastic trade node in Ljouwert, and the potential to form the Netherlands, a nation with some sweet national ideas and powerful starting bonuses. Your primary goals, guys, should be to achieve independence from Burgundy, form the Netherlands, and then leverage your unique strengths – trade, naval power, and eventually, colonial expansion – to dominate the world. The early game is all about survival and economic growth. You need to build up your coffers, secure trade, and prepare for independence. Once you've got that sorted, the world becomes your oyster, but the ideas you pick early on will heavily influence your path. Don't underestimate the importance of this starting phase; a strong foundation makes everything else so much easier. Think of it like building a house – you need a solid base before you can add the fancy rooms and the rooftop terrace overlooking your vast colonial empire. We're talking about setting yourselves up for success from day one, making sure you don't get steamrolled by bigger neighbors like France or the HRE princes. Independence can be tricky, often requiring alliances with rivals of Burgundy, like England or even France, depending on the situation. But once you break free, oh boy, the opportunities that open up are immense. The Dutch Republic is a trade-focused, often republican nation with amazing bonuses that we'll be aiming to unlock with the right idea groups.
The Essential First Idea Group: Economic Powerhouse
When it comes to your very first idea group as Holland, there's really only one that makes sense: Economic Ideas. Why? Because the Netherlands, and Holland in particular, are built on trade and money, guys. This group provides a massive boost to your economy, which is crucial for everything else you want to do. We're talking about +20% national tax – that’s serious coin coming in from your provinces. But it gets better. -15% construction cost means you can develop your provinces and build buildings much faster and cheaper. This is huge for snowballing your economy and manpower. Furthermore, +5% discipline is a nice little military boost that you get right out of the gate, making your armies a bit tougher. But the real kicker is the idea that gives you +20% global trade power. Combine this with the inherent trade advantages of the Ljouwert node and your starting position, and you'll be swimming in ducats before you know it. The economic ideas don't just give you more money; they make your money go further, allowing you to invest in your infrastructure, military, and expansion much more efficiently. This early economic advantage is what separates a struggling Holland from a booming Dutch Republic that can afford to hire the best advisors, maintain a strong army and navy, and fund massive colonial ventures. Remember, money is power in EU4, and Economic Ideas gives you the keys to that kingdom. It allows you to out-build and out-maneuver your rivals not just militarily, but also economically, which is often the more sustainable path to victory. The synergy with the Dutch national ideas, which often focus on trade and naval power, is also incredibly strong, making this a no-brainer choice for pretty much any Holland or Netherlands playthrough.
The Second Idea Group: Expanding Your Horizons
After solidifying your economic base with Economic Ideas, the next crucial step is to decide how you want to expand. For Holland, there are two main paths, and the best second idea group depends on which one you prioritize: Administrative Ideas or Expansion Ideas. Let's break them down, guys. If your goal is to dominate Europe, conquer your neighbors, and build a massive land-based empire, then Administrative Ideas are your go-to. The -25% core creation cost is arguably one of the most powerful modifiers in the game. It means you can conquer a ton of land for much less administrative points, which are often a bottleneck. This allows you to expand much faster and more efficiently within the HRE and beyond. Additionally, you get +1 diplomatic reputation, which is super useful for maintaining alliances and keeping the Emperor off your back, and +3 advisors to choose from, allowing you to pick the best buffs for your situation. On the other hand, if you're dreaming of New World riches and want to become a major colonial power, then Expansion Ideas are your ticket. This group gives you +50 colonists per year, meaning your colonial nations will grow much faster. You also get +2 settlement range, allowing you to reach further and claim more territory. The +20% goods produced modifier helps boost your income from your colonial provinces, and the +10% manpower recovery speed is a nice bonus for sustaining those distant wars. Honestly, for most Holland/Netherlands games, a blend of both conquest and colonization is ideal. However, your first pick should definitely be Economic. For the second, if you want to start snapping up valuable HRE land and cores early, go Admin. If you're itching to get those colonies going, go Expansion. You can't go wrong with either, but they set you on slightly different paths. Many players find a mix of Admin for European conquest and Expansion for colonial dominance to be the most potent combination for the Netherlands, allowing you to truly have it all.
The Third Idea Group: Military Might or Naval Supremacy?
Okay, so you've got your economy booming and you're either conquering Europe or planting flags in the New World. Now it's time to talk about how you're going to defend your gains and project power. This is where the choice for your third idea group gets really interesting, guys, and it often comes down to a clash between Military Ideas and Naval Ideas. If you're focusing on land warfare and European dominance, Quantity Ideas are a fantastic choice. They provide +50% national manpower and +20% force limit. This means you can field a larger, more sustainable army, which is essential for prolonged wars of conquest, especially when you're fighting against larger nations. The reduced attrition in friendly territory is also a nice bonus. Alternatively, if you're more inclined towards a quality military, Quality Ideas are superb. They offer +5% combat ability for your armies and +10% infantry combat ability. This makes your individual regiments much more effective in battle, allowing you to punch above your weight class. However, let's not forget the Netherlands' maritime heritage! If you're looking to control the seas, dominate trade routes, and launch amphibious invasions, Naval Ideas are the way to go. You get +20% naval force limit, +1 naval leader maneuver, and crucially, +33% heavy ship combat ability. This makes your navy terrifying. Combined with the Dutch national ideas that often boost naval strength, you'll be able to blockade enemy ports, protect your trade, and transport your troops anywhere in the world with impunity. For Holland, since you're a coastal nation with colonial ambitions and a strong trade focus, investing in naval power is almost always a good idea. Controlling the seas ensures your trade income flows uninterrupted and allows you to project power far beyond your borders. However, if you're facing massive land powers like France or the Ottomans and plan to fight them directly, a strong land military might be more pressing. It’s a strategic choice: do you want to be the undisputed master of the waves, or the land-rushing conqueror? Both are viable, but consider your primary rivals and your long-term goals.
Subsequent Idea Groups: Rounding Out Your Powerhouse
Once you've got your core ideas sorted – typically Economic, followed by a mix of Administrative, Expansion, and a Military/Naval group – you'll have a solid foundation. But the game doesn't stop there, guys! You'll want to fill out your remaining idea slots to create a truly unstoppable nation. The choices here are more flexible and depend on your specific situation and playstyle, but a few stand out as particularly effective for the Netherlands. Diplomatic Ideas are always a strong contender. The +2 diplomatic reputation is fantastic for keeping allies happy and rivals scared, and the +3 diplomatic relations limit allows you to maintain a larger and more stable alliance network. The -20% province war score cost is also invaluable for expanding peacefully or with minimal aggression in terms of war score. Humanist Ideas can also be a lifesaver, especially if you're dealing with a lot of religious turmoil or want to integrate diverse populations. They provide +2 tolerance of true faith and +2 tolerance of heretics, significantly reducing unrest and making it easier to manage large, diverse empires. The +25% national manpower recovery speed is another excellent bonus for a nation that might find itself fighting on multiple fronts. For a more aggressive approach, Offensive Ideas can complement your land forces, giving you +10% siege ability and +5% discipline. This makes your armies even more potent and speeds up the conquest process. Finally, don't underestimate Trade Ideas if you haven't already maxed out your trade power. While Economic Ideas give you a global boost, Trade Ideas allow you to specialize further, increasing your merchants' effectiveness and improving your control over key trade nodes. Remember, the Dutch Republic is a trade empire, so reinforcing this aspect can be incredibly lucrative. Ultimately, the best subsequent idea groups are those that fill the gaps in your strategy, whether that's managing unrest, improving diplomatic standing, boosting your military further, or maximizing your trade income. Mix and match to create the ultimate Dutch juggernaut!
The Dutch Republic: Unlocking Your Potential
Forming the Netherlands and becoming the Dutch Republic is the ultimate goal for many Holland starts, and for good reason! The national ideas are phenomenal, guys, and they synergize beautifully with the idea groups we've discussed. You get bonuses to trade, naval power, stability, and manpower – pretty much everything you need to rule. When you form the Netherlands, you often gain access to powerful republican government reforms, which can provide further boosts to your economy and military. The historical context of the Dutch Revolt also plays out in-game, offering unique events and challenges that can lead to even greater rewards if handled correctly. The key is to use your initial economic strength and smart idea group choices to build up the power necessary to achieve independence and then form the Netherlands. Once you have that shiny new flag and those powerful national ideas, your game plan can become even more focused. You'll be able to leverage your innate trade bonuses to become the world's banker, your naval strengths to control the sea lanes, and your well-developed provinces to field a formidable military. The Dutch Republic isn't just a name; it's a promise of a prosperous and powerful nation. So, keep an eye on those Dutch national ideas as they unlock, and ensure your chosen idea groups complement them perfectly. This combination is what allows a small start like Holland to punch so far above its weight and dominate the global stage. It’s the culmination of your strategic planning and a testament to the power of well-chosen ideas and national identity.
Conclusion: Rule the World with the Dutch Might!
So there you have it, guys! Starting as Holland and aiming for the Dutch Republic is a super fun and incredibly powerful campaign in Europa Universalis IV. By prioritizing Economic Ideas first, you set yourself up with a strong financial backbone. Then, a combination of Administrative Ideas for European expansion and Expansion Ideas for colonial dominance gives you the tools to conquer and colonize. Rounding out your picks with Naval Ideas or a Military group, followed by Diplomatic or Humanist Ideas, will create a well-rounded superpower. Remember to always adapt to your game's situation, keep an eye on your rivals, and leverage those fantastic Dutch national ideas as they come online. With the right strategy and these idea groups, you'll be well on your way to dominating global trade, building a vast colonial empire, and leaving your mark on history. Happy gaming, and may your ducats flow endlessly!