This is one of the most enjoyable runs in the eu4's
universum. Kudos, good luck, and have fun.
Before starting, it has to be admitted that the author always played tall, in a way of self-narrated, self-consistent
simulation (as opposed to an
arcade game), when going for holland to the netherlands run. The following are provided according to this method of play. The player should decide the best route by self.
In short: Vassalise nearby OPMs. Conquer in multiple wars rather than single full annexation. Always, constantly, meticulously assign the diplomats to improve relations; before, during, after wars; with all nearby, neighbouring, and neighbours of neighbouring tags.
Aggro-exp in the hre is a notorious side of the game, and one can find ancient texts of legendary runs to post-modern science-fiction novels on this.
The provinces are highly developed (average over 10, and in the lowlands it is even higher). This makes the conquest wars challenging if one gets greedy in peace deals.
On top of this, there is the hre internal-politics: The emperor will demand the lands back to the previous owner, or any former tag that has a core on the province; when the player refuses, then the province will get unlawful territory modifier, and relations within the hre are further damaged (in addition to aggro-exp due to conquest).
In this case, there are two choices:
- Risky route: No alliance with the emperor (usually austria, but it is susceptible to change)
- Safe route: Alliance with the emperor (again, usually austria)
Obviously, safe route is preferable if one does not want to deal with the occasional coalitions, and possible imperial liberation wars declared by the emperor. Allying the emperor tag will save the player a lot of time: The emperor does not make demands of unlawful territory from its allies after conquests.
About conquests, whether with an alliance to emperor or not:
- Hunter mode: Conquering 1, or 2 provinces at a time; even 3 provinces may incur long-lasting damages to the relations in the hre; and it is hre, meaning damaged relations with a lot of tags (including ulm).
- Destroyer mode: Conquer, conquer, conquer. Do not forget to ally with france in this case. It also means, that the emperor-austria will be raging, as the player is hell-bent to destroy the hre.
Needless to say,
destroyer mode will carry the player to coalitions, to imperial liberations, near-permanent hatred from nearly all tags that managed to survive before the player, and a lot of rebels, lots of rebels. Rebels are many, rebels are legion. Not to forget about the frequent call to arms from the player's allies; which, in this case, with high probability is france. When the player decides on annihilating the hre, the ally code-france will shift its gear to hyper-drive.
Hunter mode includes careful selection of provinces in the peace deal, managing the expectations from conquests before/after war, hunting down vulnerable tags in long time periods, considering vassalisation instead of conquests, and most notably, improving relations with all tags in the hre.
In the case of holland's run, obviously the natural enemies are gelre, brabant, utrecht, friesland tags. Yes, all the other tags in the lowlands have to go down, even though only utrecht, gelre, breda provinces have to be owned (and one in friesland). In order to get those provinces, one can start with conquering friesland. Ostfriesland - east frisia is an OPM, and would make a nice vassal for a start. Utrecht's provinces need two wars, with lots of relation improvements in between. Breda and gelre are usually vulnerable to ally-belligerent wars, so one should look for good opportunities to snipe them. Flanders is not part of hre, so one should quickly deal with it; but it has too much development, so full annexation in a single war will certainly trigger a coalition.
But, such grand-strategic views are not useful in the general course of a run. It is eu4, and everything depends on pseudo-random number generator. In this case, one should be careful about the idea sets to choose, as that is one of the only mechanics that the player is able to decide on, and carry on with self-confidence, relying on only the player's choices.
- Holland-netherlands run can go standard 3-3-2 combination; preferably 3 sets from mil group; the others adm and diplo can vary.
- Despite the advice of many, one would not benefit from Administrative idea set, just for the sake of core-reduction. It is hre, 25% reduction on cores is nice, but how one can benefit from this when there is an impending coalition and nowhere to expand, is the question. Economic is a must (to combine with Quality); Religious or Humanist depends on entirely the player preference. Holland-netherlands can survive and do well beyond without Expansion, it is not a strict necessity. Innovative can be afforded, it has turbo-policies, but it is holland, so there is no strict need for it.
- It is holland to netherlands; that means Plutocratic set will be available. Offensive is safe to take; Quality is a must (one can not deal with france, spain, great britain by taking Quantity or Defensive). Holland has flexibility to even think about Naval, but that is not a standard choice.
- For the safe route, in hunter mode, one should be constantly improving relations to mitigate the coalitions. This means opening with Diplomatic set. It is not for the bonus for improve relations (it helps a bit though), but the diplomats. There are 71 tags in the hre at the start. May be glogow (bohemia vassal) will not be relevant, but there are at least 20 tags that one has to improve relations with. This requires multiple diplomats, constantly assigned to improve relations.
- Why is this important? Yes, when other tags have -50 aggro-exp opinion of the player, it means coalition is highly possible, and it is certain at the start (when the player is weak; even ottos can trigger it at the beginning).
- But when the same tag still has positive opinion of the player after conquest, they will not join a coalition.
- Coalitions are formed when at least 3 tags have equal or less than -50 opinion of the player (with the aggro-exp modifier). If everyone is happy, then there is no risk of coalition. To keep everyone happy in a short time, the player needs more than the default 2 diplomats.
- It also helps to have high diplo-rep. Minus diplo-rep means abandoning the ally when a war is declared; when it is a punitive war with a coalition league of 15 members, goodbye to all those powerful allies; they will not think even for a second before abandoning the player. High diplo-rep will prevent most coalitions; even if it is formed, the war may not be triggered if the allies hold on. That requires high diplo-rep, and good relations with the allies.
- Diplomatic idea set is not the most popular one in the forums; on the contrary, one can find many posts against it. It is of course meaningless to make a tier list of ideas, as they are part of the design. When one is not considering to mod them by self, then the player is going to play with the cards that are dealt. It is pointless to advocate for the mighty power or pathetic nature of a set. There are, however, useful sets, and not so useful ones (espionage, of course).
- Espionage is not a useful one; certainly it gives -20% aggro-exp, that may be beneficial; but the player's loss is: 1 set from diplo group is spent on Espionage.
- Holland, going for the netherlands, is a coloniser tag. This means the player has to take Exploration.
- On top this, policies matter. Espionage set provides mostly spy detection policies, a fort defense, and some manpower; they may be beneficial, but again, the loss is other policies from other sets that are significantly useful, especially for holland.
- With 3-3-2 standard set distribution; Diplomatic, and Exploration sets fill the diplo group, if 2 is the limit in the plan of the player. There is not much flexibility for an hre-coloniser tag in this regard. When the limit is planned as 3, then there is Maritime, or even Influence, much more useful than Espionage for holland. Trade is not needed; it is holland, it has the amsterdam trade node (when playing as holland, no need to call it the channel node; it will be the player's node dammit
)