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    Holland Coat of Arms

    Holland EU5 Guide

    Form the Netherlands and dominate global trade through maritime supremacy and unique Dutch units

    Naval Power
    Trade Focus
    Intermediate

    Key Advantages

    • • 10 unique national bonuses
    • • Special Morician infantry unit
    • • Maritime supremacy mechanics
    • • Clear path to form Netherlands
    • • Strong trade position

    Key Challenges

    • • Managing burger estate power
    • • Small starting territory
    • • Burgundy threat
    • • Expensive fort efficiency
    • • Complex estate mechanics

    Why Holland?

    10 Unique Country Bonuses

    Holland excels with specialized buffs unavailable to other nations

    Extra Sailors:Increase naval capacity for maritime dominance
    Morale of Navies:Win naval battles more decisively
    Increased Trade Range:Massively extend global trade network
    Literacy Bonus:Accelerate innovation and advance progression

    Unique Dutch Military Units

    Access to powerful age-specific units that outperform standard infantry

    Morician Regular Infantry (Age 4)

    Extremely powerful fourth age unit exclusive to Dutch culture - dominates late-game warfare

    Lance-Connected Regular Infantry (Age 3)

    Via Netherlandish advances - very powerful third age unit that gives mid-game military edge

    Starting Situation & Day 1 Moves

    Priority #1: Annex Zeeland

    Start annexing your subject Zeeland immediately on Day 1. This takes approximately 2 years but provides +30,000 population and completes the South Holland province (you already own 5 of 6 locations).

    Fort Management: Delete Drehte Fort

    You start over your fort limit (2/2.23 fortifications), causing 34% increased fort maintenance costs. Delete the fort in Drehte immediately.

    Fort Strategy:

    • Keep forts ONLY in province capitals (Denhaag for South Holland)
    • When a capital province gets occupied, all locations within auto-occupy
    • This significantly lowers fort maintenance costs
    • Maintains defensive coverage while minimizing expenses

    Core Economic Systems

    Day 1 Economic Setup

    Critical settings to establish immediately

    Diplomatic Spending: 0%

    No need for diplomatic power initially - conserve resources

    Stability: Maximum

    Push to 100 stability for improved governance and reduced unrest

    Court Cost: Maximum

    Reach 100 legitimacy for +10% crown power bonus

    Minting: Set to -0.00 Inflation

    Balance minting to avoid inflation while generating steady 0.39 ducats (essentially free money)

    Automate Tax Management

    Enable automated tax management for all four main estates. The AI will tax estates until they maintain 50% satisfaction.

    Why Maximum Stability & Court Cost?

    100 legitimacy gives +10% crown power. 100 stability reduces unrest and improves administrative efficiency. Both are essential for smooth governance and rapid expansion.

    Cabinet & Government Setup

    Cabinet Member Assignment

    Choose carefully - changing cabinet costs 5 stability

    High Military Ability

    Assign to positions that stabilize the country - crucial for managing unrest during expansion

    High Diplomatic Ability

    Essential for centralization efforts and managing relations with neighbors

    Mission Tree Progression

    Follow this mission tree sequence:

    1. Capable Cabinet - Establish effective governance
    2. Functioning Government - Improve administrative systems
    3. Meritocratic Approach - Enhance bureaucratic efficiency

    Military Expansion Strategy

    The Utrecht War

    First major expansion target

    Step 1: Fabricate Claim

    Use your diplomat to fabricate a claim on Utrecht territory

    Step 2: Attack Early

    Strike as soon as your claim is ready - Utrecht is vulnerable

    Step 3: Siege Capitals Only

    Focus sieges on province capitals - auto-occupation will capture the rest of the province

    Step 4: Partial Annexation

    Take some provinces but not everything - avoids dangerous coalition formation

    Gelre Wars & Consolidation

    After Utrecht, turn your attention to Gelre and other minor Dutch states. Apply the same strategy:

    • Fabricate claims to reduce aggressive expansion
    • Siege capitals for efficient conquest
    • Partial annexations to manage antagonism
    • Consolidate each conquest before expanding further

    Forming the Netherlands

    Province Requirements

    Specific provinces needed to form the Netherlands

    You need control of specific Dutch-culture provinces to form the Netherlands. Focus your expansion on:

    • South Holland (complete via Zeeland annexation)
    • Utrecht (first conquest target)
    • Gelre (second conquest target)
    • Additional Low Countries provinces as required

    Managing Antagonism

    Key strategies to keep antagonism under control:

    Use claims whenever possible (reduces aggressive expansion)
    Partial annexations instead of full conquests
    Wait for antagonism to decay between wars
    Improve relations with potential coalition members

    Mid-Game Strategy

    Professional Armies Transition

    Shift from levies to professional military forces

    As you expand, transition to professional armies for better combat performance and lower manpower drain.

    Priority Advances

    Professional Armies → Handgonners

    Unlock superior infantry units for mid-game dominance

    Hoofness (Cannons)

    Artillery support for siege warfare and combat

    Armories

    +10 manpower and ability to recruit units faster

    Coastal Forts

    Increases maritime presence in adjacent sea zones

    Buildings to Avoid

    Critical: These buildings grant burger power, which is a debuff that weakens your nation. Remove them through parliamentary agendas.

    1

    Merchant Guilds

    Grants +10% burger power. This debuff weakens central authority and should be removed via parliamentary agendas as soon as possible.

    2

    Artisan Guilds

    Production +1 benefit is not worth the +10% burger power debuff. Remove immediately through parliamentary action.

    3

    Urban Parliament Seats

    Increases burger influence significantly, weakening your central government authority. Priority removal target.

    Common Mistakes to Avoid

    1

    Building Burger Power Buildings

    Merchant guilds, artisan guilds, and urban parliament seats all grant burger power, which is a DEBUFF. These harm your nation. Remove them through parliamentary agendas as soon as possible.

    2

    Ignoring Fort Efficiency

    Keeping forts in non-capital provinces wastes money. Only maintain forts in province capitals to leverage auto-occupation mechanics.

    3

    Changing Cabinet Frequently

    Each cabinet change costs 5 stability. Choose your initial cabinet carefully and stick with them unless absolutely necessary.

    4

    Full Annexations Too Early

    Antagonism is higher in current patch. Full annexations often trigger coalitions. Use partial annexations and manage aggressive expansion carefully.

    5

    Letting Estate Satisfaction Drop

    Keep automated tax management at 50% satisfaction threshold. Manually taxing beyond this creates more problems than it solves in most situations.

    Campaign Success Indicators

    You're on track if you've achieved these milestones

    By 1339:Zeeland fully annexed, South Holland province complete
    By 1345:Utrecht partially or fully conquered, stable economy established
    By 1360:Gelre conquered, several Dutch provinces unified, naval presence dominant in North Sea
    By 1380:Ready to form Netherlands or already formed, merchant guilds removed, professional armies fielded
    By 1400:Netherlands formed, global trade network expanding, unique Dutch units deployed

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