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General Information Edit

The Angles Angles are a Germanic tribe that is playable from January 1st, 2 to 700. The Angles border the Jutes Jutes to the north, and Saxony Saxony to the south.

See also: Saxony, Jutes

StrategyEdit

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 HannoverEdit

Requirements:

Upon Enactment:

  • Country changes to Hannover Hannover
  • Gain28px-Prestige25 Prestige
  • Gain a permanent claims on Oldenburg (55), Osnabruck (56), Brunswick (57), Bremen (1874), and East Frisia (1931)
  • If Duchy Duchy, then become a Kingdom Kingdom
  • Capital moves to Hannover (1758)
    • Gain +1 Base Tax in Hannover
  • 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"

Angle Ideas and TraditionsEdit

Traditions:

  1. +20% National Manpower Modifier
  2. +20.0% Morale of Armies

Ideas:

  1. Cult of Nerthus: +2.0% Missionary Strength
  2. Inaccessible Coastal Terrain: +1 Attrition for Enemies
  3. Sea Faring People: −10% Ship Costs
  4. Heirs of Wodan: +1 Yearly Legitimacy
  5. Thorsberg Moor: −10% Stability Cost Modifier
  6. Rivers and Woods: +50% Hostile Core Creation Cost
  7. Angeln: -25% Core Creation Cost

Ambitions:

  1. -10% Development Cost

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