Countries

> *See List of Formable Nations for a list of formable nations in ESU.*
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## List of Countries

The following contains a list of the 900+ unique countries currently in ESU.

### Organization

Countries are sorted by continent, then by superregion. From here nations are listed in alphabetical order of Tag. For other listing options each table is sortable for viewer preference.

#### Year of Appearance

Countries with Appear Year of "--" are not available to play from the start screen but can be released from larger nations, "formable" denotes that a decision can be taken to become this country while countries with "decision" can be created but not directly changed into. These nations can also form via the country collapse disaster, which is much easier to activate in ESU than Vanilla EU4. This list does not include pre 57 start dates.

#### Government

For those interested in playing as a theocracy or republic, use the sort option under government, there are at least one of each type per region. Additionally, ESU features 10 government ranks, with most nations starting at 1. Certain nations (especially pirates) start at a rank of 3 of grand duchy. Formable nations change rank to 5 (Kingdom), and certain tags such as Alessian Empire and Akavir are rank 10 (empire). In cases of higher rank than 1 for monarchies and tribes, the government type will form a prefix to the rank, for example Monarchic Kingdom or Monarchic Empire and many cultures have unique government names which will override these. In the case of republics and theocracies, the rank will be be the prefix, for example Grand (rank 3), Regional (5), or National Republic/Theocracy.

* Rank 1: Barony
* Rank 2: County
* Rank 3: Duchy
* Rank 4: Grand Duchy
* Rank 5: Archduchy
* Rank 6: Principality
* Rank 7: Grand Principality
* Rank 8: Kingdom
* Rank 9: High Kingdom
* Rank 10: Empire

#### Tech Groups

Which units are available depends on the primary culture of a country rather than it's tech group. At the moment tech groups have no effect on gameplay.

## Tamriel

### Cyrodiil

The Heartlands Trade Node is an end-node and highly lucrative if dominant, and especially if Imperial City is owned and controlled. Cyrodiil is the largest region with almost 800 provinces. Regions are Heartlands, Colovia, Colovian Highlands, Gold Coast, Nibenary Basin, Nibenary Valley, Great Forest, Blackwood, West Weald, Jerall Mountains and Valus Mountains.

Primary cultures include Nedic, Keptu, Ayleid, Minotaur and Goblin at start, with Imperial, Nibian and Colovian showing up later. Religion is tense in Cyrodiil with many warring factions. Ayleids follow various Daedric cults and their old pantheon, Minotaurs follow the Cult of Hircine, Goblins worship Malacath, Keptu practice their panthion and Nedes follow the Nedic Pantheon. Nedic Pantheon can convert to Eight Divines after the Alessian Revolt with the majority of colonized Cyrodiil eventually following a variation of it late game.

In the west the pirate nation of Abeceanea will raid the Goden Coast early, while northern Cyrodiil may find themselves as victims of conquests of the Nordic Empire. Meanwhile the Heartlands are marked by a power struggle between the once proud Ayleid states as well as increasing agitation among their Nedic slaves, who are supported by the few independent Nedic countries.

Lore-based formable nations include Ayleid Domain, Skingrad, Kvatch, Order of the Hour, Colovia, Cyrodiil, Minotaur Nation, Nibenay, Alessian Order, Alessian Empire and many more. Regional formables include Golden Coast, Jerall Mountains, Valus Mountains and Heartlands.

### Morrowind

The Morrowind trade node is an end node and highly lucrative if it and the surrounding regions are owned. The mainland is Split into the following subregions: Deshaan, Velothi Mountains, The Rift, Stonefalls, Llothanis Peninsula, Highlands and Telvanni Isles.

Mainland Morrowind is inhabited by the native Dwemers and the the Velothi who are exiles from the Aldmeri Domain. Other races include Orismer and lesser daedra. While lesser Daedra follow cults of various major Daedra and Dwemer only believe in Reason and Logic, Chimer believe in their own set of "good" Daedra, but may abandon their gods in favour of the Tribunal.

Regional formable nations include Deshaan, Llothanis, Velothi Mountains and Ashlands. Lore based formables include Morrowind, The Tribunal, Resdayn, Dwemeret, and the Houses of Dagoth, Hlaalu, Indoril, Redoran, Sadras, Telvanni, Dres, Mora, Sotha, Salothan and Ra'athim. Pirate nations include Bahrammu.

Note that any formable country which requires provinces in both Mainland Morrowind and Vvarendfell will be listed under the mainland section, same applies to all transcontinental Dwemer Countries.

#### Vvardenfell and Solstheim

Across the Inner Sea lies the island of Vvardenfell. Although the Red Mountain is surrounded by arable land the occasional eruption can be very damaging to the inhabitants of the area, and more importantly, the economy of their countries. It can be split into the following subregions: Ashlands, Azura's Coast, Bitter Coast, Molag Amur, Molag Amur, Grazelands, Sheogorath, Ascadian Isles and Solstheim.

The island of Solstheim is nominally part of various Nord and Imperial empires throughout history. However, the only Men to settle the island in the early eras were Skaal, an offspirng of Nords. In the southwest lies the last major Snow Elf kingdom. Other inhabitants include Dwemer and Rieklings (blue goblins).

### Skyrim

This Superregion can be split into the Great Plains, The Rift, Eastmarch, Winterhold, The Pale, Hjaalmarch, Haafingar, Reach, Falkreath and Forgotten Vale.

Skyrim is home to Dwemer, Giants, Snow Elves, Reachmen, Kreathmen, Vampires and Nords who seek to expand their empire amid the turmoil in Morrowind and Cyrodiil.

Regional Formables in Skyrim include Great Plains, Nordic Coast, Western Skyrim and Eastern Skyrim. Lore based formables include Old Kingdom, Skyrim Forelhost, Reach and the Rift. Pirate Nations include Starkad.

### Black Marsh

Regions in the Black Marsh super-region are Gideon, Archon, Helstrom, Soulrest, Thorn, Shadowfen, Murkmire and Topal Island.

The Argonian culture group is split into the Archein, Naga, Agaceph and Argonian primary cultures and these all follow the Hist religion. There are also Lilmothiit nations which follow the Cult of Nocturnal religion and Marsh-Men.

Lore based formable nations include Kothringia and Argonia. Regional formables include Black Marsh, Shadowfen and Murkmire. Pirate nations include Kmeiine and Topalia.

### Elsweyr

There are four regions in Elsweyr: Anequina, Reaper's March, Pelletin and Quin'rawl Peninsula.

The regional primary culture is Khajiiti. This splits into Anequinan and Pelletinian after the Thrassian Plague. Some Vampires and Goblins are also present.

Lore based formable nations include Anequina, Pelletine and Elsweyr.

### Valenwood

Regional Formables in Valenwood include Greenshade and Malabal Tor. Lore based formables include the Imga, Southern Orsinium and Valenwood under Camoran Dynasty. The easiest route to form Valenwood is to start as Falinesti at any start date.This is one of the easiest nations to start as. Moderate Difficulty nations are those that start with the Camoran Dynasty, and difficult nations are subjects, wood-orsimers, or Imgan.

The four Regions of Valenwood are Greenshade, Malabal Tor, Jodewood and Grathwood

### Summerset Islands

Summerset Islands are an end trade node and can be highly lucrative if owned. This supperregion is split into Alinor, Sunhold, Dusk, Shimmerene, Lillandril, Cloudrest and Auridon.

Regional formable nations include Auridon. Lore based formables include Great Alinor and Summerset Islands.

### Hammerfell

Regions include Alki'r Dessert, Bangkorai, Craglorn, Badlands, Sunforge, Rihad, Taneth, Gilane, Khefrem's Boot, Hegathe and Abeceanean Isles.

Regional formables in Hammerfell include Corten Heights, Dragontail Mountains and Alik'r State. Lore based formables include Corelanyan Clan, Keptu Nation, Rourken Clan and Hammerfell. Pirate Nations include Restless League.

### High Rock

There are five regions, Glenumbra, Rivenspire, Balfiera, Stormhaven and Wrothgar.

Lore based formable nations include Direnii Hegenomy, Orsinium, Wrothgar and High Rock.

## Atmora

The four regions of Atmora are Western Atmora, Central Atmora, Eastern Atmora and Roscrea.

Following the Dragon war the question of Dragon worship once again causes great conflict in Atmora, sparking another war. Trouble doesn't end there for the Atmorans, as the Ice Age threatens to wipe out any settlement in the northern continent.

Regional formable nations include Atmora. Lore based formables include the Nations of Giants, Sea Giants and Frost Giants.

## Akavir

### Tsakara

The Tsaesci are serpent folk who are deadly warriors at both land and sea who are best known for their unique armament. Pirate nations include Elzaqess.

### Transakavir

Very little is known of the Akiviri besides their Rat-like appearance. Pirate nations includes Kherso.

### Po Tun

The Po Tun are Cat folk who inhabit the deserts of Akavir. They are said to be fearsome warriors, even beating Tsaesci on the land. Pirate nations include Ralris.

\*Forming Po'Tun does not grant this reform

### Thousand Islands

The Tang Mo of the Thousand Islands are said to look like monkey people. Although they are kind and generous no one has managed to successfully invade their lands.

### Kamal

Kamal is inhabited by Dremorans and Kamal, who are ice demons. They remain frozen in the winter, but once they thaw they attack Po Tun, although they have yet to be successful.

### Northern Islands

Lore based formable nations include Cathnoquey, Esroniet, and Northern Islands. Pirate nations include Kaalda.

## Yokuda

This superregion includes the Yokudan Isles and Thrass. Lore Based formables in Yokuda include the Coral Kingdom, which is ironically a republic.

## Pyandonea

Lore based formables include Pyandonea.

Note: The Black Mountain is inaccessible

## Daedric Planes

The Daedric Planes Represent planes of existence outside of Mundus, and as such they are not reachable by regular means. A connection from these planes of Oblivion can only be created from the Daedric side, however countries in Oblivion may open a gate early by unifying their plane.

These regions are disabled at the start of the game unless a player chooses to start in them.

### Coldharbour

Lore based formables in Coldharbour include the Oblivious, Scamp, Soul Shriven, Vampire and Harvester Nations; additionally Coldharbour, the regional seat of Molag Bal. Players are recommended to start as Lightless Oubliette, where he is an immortal ruler (3/5/7). This plane is split into the Northern, Western, Eastern , Southern and Central Coldharbour.

### Deadlands

Lore based formables include the Deadlands Plane of Oblivion, the regional seat of Mehrunes Dagon; additionally the Daedroth, Perthan, Xivilai and Clanfear Nations. The most powerful nation in the region is Clan Dagon, the empire of Mehrunes Dagon (5/3/7), who is an immortal ruler there.

The Deadlands include four regions: Coastal, Western, Central and Eastern Deadlands