Countries

"See List of Formable Nations for a list of formable nations in ESU."

List of Countries
The following contains a list of the 1750+ 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. These nations can also form via the country collapse disaster, which is much easier to activate in ESU than Vanilla EU4.

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. 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.

Tech Groups
In ESU tech groups do not affect any plus/minus values between nations. The only mechanic affected by tech groups are where on the map a country can see at start, and which parts of the map are terra incognita.

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 900 provinces. Regions are Heartlands, Colovia, Golden Coast, Nibenary, Jerall Mountains and Valus Mountains.

Primary cultures include Nedic, Ayleid,Minotaur and Snow Elven at start, with Colovian showing up in 1309. Religion is tense in Cyrodiil with many warring factions. Ayleids follow Cult of Meridia and Molag Bal at start, with Nedes worshipping the 8 Divines and Minotaurs following Cult of Hircine. Several nations convert to 8 Dvines at 221, 266, and 308 with the majority of colonized Cyrodiil eventually following 8 Divines late game. Select nations begin converting to Marukhism starting in 420.

Pirate nations in Cyrodiil include Abeceanea and Topalia. Lore-based formable nations include Ayleid State, Skingrad, Kvatch, Order of the Hour, Colovia, Cyrodiil, Minotaur Nation, Nibenay, Alessian Order and Alessian Empire. 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.

Regional formable nations include Deshaan, Llothanis, Velothi Mountains and Ashlands. Lore based formables include Morrowind, The Tribunal, Resdayn, Dwemeret, Resdayn-Dwemeret and the Houses of Dagoth, Hlaalu, Indoril, Redoran, Sadras, Telvanni and Dres. Pirate nations include Sedelea.

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

Black Marsh
Regions in the Black Marsh super-region are Black Marsh, Shadowfen and Murkmire. Black Marsh is a starting trade node which feeds into Shadowfen and Murkmire; trade can then be steered to Heartlands, Morrwind, or Summerset Islands, depending on the player's goals.

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.

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

Elsweyr
There are two regions in Elsweyr: Anequina and Pelletine.

The regional primary culture is Khajiiti.In 1263, this splits into Anequinan and Pelletinian.

Lore based formable nations include Anequina, Pelletine and Elsweyr.

Valenwood
Regional Formables in Valenwood include Greenshade and Malabal Tor. Lore based formables include The Hollow, the Imgan Nation, Southern Orsinium and the Valenwood Empire 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.

Summerset
Summerset Islands are an end trade node and can be highly lucrative if owned. This super-region is also home to ESU's HRE-style mechanics.

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

Hammerfell
Regions include Alki'r Dessert, Corten Heights, and Dragontail Mountains. Trade flows from Dragontail to Alk'r Desert to Corten Heights. It can be diverted into Summerset or Heartlands Trade nodes, depending on country.

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 two regions, High Rock and Wrothgar. Trade Flows from High to Wrothgar and can be steered into Hammerfell or Skyrim. Alternatively, One could dominate the HIgh Rock Trade node and conquer into Summerset, steering towards the end node there.

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

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

Mainland Akavir
Lore based formable nations in Mainland Akavir include Tang Mo, Tsakara, Akavir, Transakavir, Upper Akavir, Akavir Potentate, Po Tun and Ka Po Tun. Pirate nations include Elzeqess, Ralris and Kherso.

Kamal
Kamal includes the inaccessible Black Mountain and Kamal.

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

Yokuda
Lore Based formables in Yokuda include the Coral Kingdom, which is ironically a republic.

Pyandonea
Lore based formables include Pyandonea.

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). Later in the game and once Coldharbour is united there is a decision to open the gates of Oblivion with large buffs to invade and conquer Tamriel.

Deadlands
Lore based formables include the Deadlands Plane of Oblivion, the regional seat of Mehrunes Dagon; additionally the Daedroth, Arachnid, Xivilai and Clanfear Nations. The most powerful nation by far in the region by far are the Igneous Lands, the empire of Mehrunes Dagon (5/3/7), who is an immortal ruler there. It is the only non-native nation around and is extremely isolated allowing the player to dominate local politics and play tall, or alternatively build a colonial empire and invade Coldharbour.