Uncivilized nations are nations that have not westernized. Unlike civilized nations they can't build factories (by normal means), they can't become secondary powers or great powers, and they are ranked below all civilized nations regardless of score. They have to westernize to become a civilized nation.
Country has the following modifiers as long as it's uncivilized:
- Mobilization size -10%
- Diplomatic points -25%
- Casus belli generation speed +80%
All nations with their capitals in Asia and Africa, with the exceptions of Oranje and Transvaal, are uncivilized from the beginning of the game. There are no independent uncivilized nations in Europe and South America. If released Crimea is the only uncivilized nation in Europe. Hawaii is the only uncivilized nation in North America. If released from Spain, Philippines is the only civilized nation in Asia.
Technology & research
Uncivilized nations don't research new technologies like civilized nations. The normal technology screen does not allow you to pick new technologies to research. Instead you let your research points cumulate until you have enough to enact one of the reforms in the politics screen. The reform screen does not have the same reforms as for civilized nations(political and social). Instead uncivilized nations have military and economic reforms that you can "buy" with research points as soon as you have enough cumulated. Each reform gives different bonuses and every reform increases your Civilization progress. Your total Civilization progress can be seen at the bottom of the reform screen. Once the progress bar is at 100%, the "Westernize" button will become clickable. Clicking it will make your nation civilized and gives you technologies equal to the average technologies of the 8 great powers.
An uncivilized nation will be described as a "Primitive Nation" if it has 15% or less civilization progress, an "Uncivilized Nation" proper if it is between 20% and 50% civilized, and as a "Partially Westernized Nation" if it is between 55% and 95% civilized. These labels do not affect gameplay, but serve to indicate how close an AI country is to westernizing.
Uncivilized nations can also earn additional research points by conquest, winning wars and taking over states. Some of the reforms increase the amount of research points you can get this way.
Below you will find all the reforms, their effects and costs. Note that the tables only show the default cost which can be modified by the following things:
- Literacy bonus: The higher your literacy, the cheaper the reforms are. This bonus is about half your literacy, so if you have 10% literacy, you should get around 5% bonus to reforms. This applies to both military and economic reforms.
- Conservatives in upper house: The more conservatives you have in the upper house, the cheaper your military reforms will be. If there aren't enough conservatives in the upper house this will turn into a penalty, making military reforms more expensive.
- Liberals in upper house: The more liberals you have in the upper house, the cheaper your economic reforms will be. If there aren't enough liberals in the upper house this will turn into a penalty, making economic reforms more expensive.
- Sphere leaders tech school: If you are sphered by a great power, you get the unciv reform bonuses from their tech school.
You can see all your modifiers to both reforms by hovering over the small icons that have green plus/red minus signs on them.
Military Reforms
Training methods
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Local training methods | - | Pop Militancy: -0.005 | - | - |
Foreign training methods | 8000 | Land Organisation: +10% Civilization Progress: +10% Research points bonus when conquering: +25% |
Liberals gain 2 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
800 |
Foreign weapons
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Local weapons | - | Pop Militancy: -0.005 | - | - |
Imported weapons | 10000 | Land unit defense: +10% Civilization Progress: +10% Research points bonus when conquering: +25% |
Activate technology: Flintlock Rifles Liberals gain 2 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
1000 |
Military constructions
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Simple constructions | - | Pop Militancy: -0.005 | - | - |
Advanced constructions | 10000 | Civilization Progress: +10% Research points bonus when conquering: +25% |
Activate technology: Post-Napoleonic Thought Fort construction will take place in your capital province Liberals gain 2 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
1000 |
Officer training
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Local officer training | - | Pop Militancy: -0.005 | - | - |
Foreign officer training | 10000 | Leadership Modifier: +10% Civilization Progress: +10% Research points bonus when conquering: +25% |
Activate technology: Military Staff System Liberals gain 2 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
1000 |
Army training
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Ad hoc | - | Pop Militancy: -0.005 | - | - |
Army schools | 10000 | Land Starting Experience: +10.00 Civilization Progress: +10% |
Liberals gain 2 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
1000 |
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Locally produced ships | - | Pop Militancy: -0.005 | - | - |
Imported ships | 10000 | Naval unit attack: +10% Naval unit defense: +10% Civilization Progress: +10% |
Activate technology: Post-Nelsonian Thought Liberals gain 2 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
1000 |
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Ad hoc | - | Pop Militancy: -0.005 | - | - |
Navy schools | 10000 | Naval Starting Experience: +10.00 Civilization Progress: +10% |
Liberals gain 2 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
1000 |
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Local naval officers | - | Pop Militancy: -0.005 | - | - |
Foreign naval officers | 10000 | Tariff Efficiency: +20% Civilization Progress: +10% |
Liberals gain 2 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
1000 |
Economic Reforms
Land reform
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
No land reform | - | Farm Size: +25% Mine Size: +25% Pop Militancy: -0.005 |
- | - |
Land reform | 8000 | Farming Efficiency: +25% Mining Efficiency: +25% Civilization Progress: +15% |
Liberals gain 0.5 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
533 |
Administrative reform
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
No administrative reform | - | Pop Militancy: -0.005 | - | - |
Administrative reform | 10000 | Administrative Efficiency: +10% Civilization Progress: +15% |
Liberals gain 0.5 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
667 |
Finance reform
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
No finance reform | - | Max loan amount: -100% Pop Militancy: -0.005 |
- | - |
Enact financial reform | 10000 | Tax Efficiency: +10% Max loan amount: -100% Civilization Progress: +15% |
Liberals gain 0.5 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
667 |
International debt | 15000 | Tax Efficiency: +10% Max loan amount: -20% Civilization Progress: +35% |
Liberals gain 0.5 Militancy Conservatives gain 0.5 Militancy Reactionaries gain 2 Militancy |
1500 (this replaces the previous reform so you are paying 15000 for only 10% increase) |
Education reform
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
No education reform | - | Pop Militancy: -0.005 | - | - |
Reformed system | 10000 | Education Efficiency: +15% Civilization Progress: +15% |
Liberals gain 0.5 Militancy Conservatives gain 1 Militancy Reactionaries gain 3 Militancy |
667 |
Transportation system
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Not improved | - | Pop Militancy: -0.005 | - | - |
Improved | 10000 | Farming Efficiency: +25% Mining Efficiency: +25% Civilization Progress: +15% |
Activate technology: Experimental Railroad Railroad construction will take place in your capital state Liberals gain 1 Militancy Conservatives gain 2 Militancy Reactionaries gain 3 Militancy |
667 |
Early industrialisation
Reform Name | Default Cost | Reform Effects | When Enacted | Default Cost / Civilization Progress |
---|---|---|---|---|
Stick to the old ways | - | Pop Militancy: -0.005 | - | - |
Industrial progress | 15000 | Civilization Progress: +20% | Activate technology: Water-wheel Power Fabric Factory construction will take place in your capital Liberals gain 1 Militancy Conservatives gain 2 Militancy Reactionaries gain 3 Militancy |
750 |