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This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.

At the start of the Grand Campaign – 14 October 1399
Basic Stats
Government type Despotic Monarchy
Technology group Western
Capital province Port-Au-Prince
Center of Trade None
State religion Catholic
Primary culture Cosmopolitan French


Centralization <▪▪♦▪▪▫▪▪▪▪▪>
quite centralized

Aristocracy <▪♦▪▪▪▫▪▪▪▪▪>
very aristocratic

Serfdom <▪▪▪▪▪▫▪▪♦▪▪>
quite free subjects
Free Subject

Innovative <▪▪▪▪▪▫▪▪♦▪▪>
quite narrowminded

Mercantilism <▪▪▪▪▪♦▪▪▪▪▪>
Free Trade

Offensive <▪▪▪▪▪▫▪▪♦▪▪>
quite defensive

Land <▪▪▪▪▪♦▪▪▪▪▪>

Quality <▪▪▪▪▪▫▪▪▪▪▪>

Haiti is a country in the Caribbean that appears on the map on January 1, 1804, but can appear in-game any time after 1750 due to the Haitian Quest for Independence event. This small two-province minor has very little potential.

Historical start

The two starting provinces of Haiti are Tortuga (the capital) and Les Cayes, neither of which are particularly valuable. Surrounded by foes, Haiti should not expect alliances. The only option for expansion is colonization, so redeclare your National Ideas and travel to Africa. Practically worthless, African provinces are, nonetheless, land. With only 17 years to expand, a host of enemies around, and a weak base, Haiti will struggle to become a power. It is recommended that you attack minor powers when they are at war with a bigger foe to get a good peace deal. If you get some rich provinces, you can continually rise. The main expense will be homeland security. Spain will likely control most of the Caribbean, meaning they are a constant menace that cannot be competed with. It is best just to bribe them and keep them friendly.

One potential route for Haiti is colonisation of Africa, which provides a growing base which is relatively safe from expansionist European powers.

Early Haiti start

Anti new world attacks

If Haiti is released as one of the first nations in the Quest for Independence series of events then it is possible to expand into the New World. Other nations which can be released are spread over North and South America. When the other colonial nations appear they will be at war with their former overlord and likely without large troop numbers. Declare war on the newly created nation and use the ensuing confusion to deploy troops over as large as area as can be safely taken. This is a high infamy technique so using advantageous casus belli such as Revolution and counter-revolution or Imperialism can keep badboy down.


Wherever your new lands are, consolidate into an easily defensible position and then remove any weak nations from your borders, these include natives or European minors. Stay out of the Old World as this will be a hindrance later on. A strong core and a stable nation then enables the final race for America. Do not be afraid to move your Capital off an island if needed.

Race for America

The remaining goal is to eliminate Old World power in the New World. This is a cataclysmic war with the remaining European powers in the New World where the aim is to take the New World and its wealth for yourself. Swap Government types to keep use of Revolution and counter-revolution and retain good infamy reduction techniques, including Cabinet. Avoid enemy fleet doomstacks but strike small squadrons and drive up War exhaustion by targeting small detachments of troops. As war exhaustion increases it will become harder for Old World nations to recruit in the New World and they will be more reliant on shipping troops over. Don't worry about losing islands, they are not too important as the Capital is safely inland.


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