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General InformationEdit

Alemanni Alemanni is a Germanic, Barbarian Tribe located at the western German Region. Alemanni is playable from 2-486, and during those times, Alemanni does very steadily become stronger until annexed by Francia Francia in 486. Historically, Alemanni contributed to the fall of the Western Roman Empire Western Roman Empire by take parts of northern Italy from them. Alemanni shares border with the Roman Empire Roman Empire at their west and south, Suebi Suebi at their east, and Cherusci Cherusci and Flag of Hermunduri Hermunduri at their north.

See also: Rome, Suebi, Cherusci, Hermunduri

Strategy Edit

From 2 to 495, if the Roman Empire Roman Empire, WestRome Western Roman Empire, Byzantine Byzantine Empire, or Gallia Gallia is collapsing, any barbarian tribe can auto-annex some occupied provinces given if you are at war with them. This is limited, you can only annex up to 4 times your country's base tax, invade wisely.

DecisionsEdit

Form GermanyEdit

Requirements:

  • Primary culture is in the Germanic Culture Group except:
    • Dutch, Flemish, Anglo-Saxon, and Austrian
  • Is not:
  • Germany Germany does not exist
  • Administrative Technology at Least 15
  • Is Not a Subject Nation
  • Is Not a Nomad Nation
  • Is Not the Holy Roman Emperor
  • At Peace
  • Owns Core Province: Mecklenburg, Brandenburg, Altmark, Lüneburg, Brunswick, Anhalt, Saxony, Leipzig, Thüringen, Nürnberg and Alsace or Ostpreussen

Upon Enactment:

  • Country changes to Germany Germany
  • Gain28px-Prestige25 Prestige
  • Gain a permanent claim on the German Region
  • Set government rank to Empire
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Form WestphaliaEdit

Requirements:

Upon Enactment:

  • Country Changes to Westphalia Westphalia
  • Gain28px-Prestige25 Prestige
  • Gain a permanent claims on Westphalia and Lower Saxony areas
  • If Duchy Duchy, then become a Kingdom Kingdom
  • Capital moves to Kassel (1762)
  • Government changes to an Administrative Monarchy
  • Gain +1 Base Tax in a random province
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Reform Government Edit

Requirements:

  • At peace
  • Administrative Power of at least 100
  • One of the following must be true:
    • is in the Christian
    • is in the Muslim group
    • is Jewish
    • is Zoroastrian

Upon Enactment:

  • Lose 100 Administrative Power
  • Lose 1 Stability
  • Type of Government Changed to Feudal Monarchy

Tech Reform Edit

Requirements:

  • At peace
  • Administrative Technology of at least 19
  • Administrative Power of at least 100
  • Do not have: Barbarian Tribe, Tribal Despotism, Tribal Democracy, Tribal Federation

Upon Enactment:

  • Lose 100 Administrative Power
  • Tech Group is changed to "Western"
  • Unit Types change to "Western"

Alemannic Ideas and TraditionsEdit

Traditions:

  1. +1 Yearly Legitimacy
  2. -10% Development Cost

Ideas:

  1. Black Forest: +1 Attrition for Enemies
  2. Warbands: +10% Morale of Armies
  3. Cantons: -10% Stability Cost Modifier
  4. Turbarum Rex Artifex: +25% Spy Offense
  5. Enemies of Rome: +10% Infantry Combat Ability
  6. Germanisations: -10% Culture Conversion Cost
  7. Central Plateau: +20% National Manpower Modifier

Ambitions:

  1. +1 Land Leader Shock

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