General InformationEdit

The Gepids Gepids start out as a Germanic, Barbarian Tribe located in the the Slovakian region. The Gepids are playable from 2-576.

See also: Burgundy, Venedi, Dacia, Iazyges, Quadi, Vandals, Antes


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.


Starting as the Gepids Gepids is somewhat, mainly due to their difficult starting location. They start off with a lot of neighbors, for one. With Burgundy Burgundy and Venedi Venedi to the north, Dacia Dacia and Iazyges Iazyges to the south, Quadi Quadi and Vandals Vandals to the west, and Antes Antes to the east, you should start building your army from day 1.


The Goths Goths, Suebi Suebi, Lombardy Lombardy, and Marcomanni Marcomanni will make useful allies to counter any surprise attacks, and help you in annexing your hostile neighbors. Roman Empire Rome won't be an issue unless you make it one. You will want to avoid a direct border with the Roman Empire Romans until they start to collapse or until you have a strong enough army to attack them.


Expanding eastwards should be the easiest route in terms of avoiding a coalition. Most of the countries around you won't really care that much because of how far your expansion will be. The Antes Antes are the easiest target for your expansion. Their allies (if any) are usually a bit weak and nothing that will be too much for you to handle. Begin fabricating on them once you secure some alliances nearby. Once the Antes have been crushed, begin slowly expanding ito your neighbors, but once again, do not border Rome Rome directly until they begin to fall, because they can easily destroy your armies (and entire game) if you are not careful. Keep expanding east until you border and completely annex the Sarmatians Sarmatians. You will get lots of manpower and tax/trade income from it, as well as low AE.


Form GermanyEdit


  • 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

Reform Government (2-454)Edit


  • 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 (2-536)Edit


  • 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"

Gepid Ideas and TraditionsEdit


  1. -10% Land Attrition
  2. +10% Morale of Armies


  1. Shadowy People: +25% Spy Offense
  2. Gothic Origins: -25% Core Creation Costs
  3. Rugged Mountains and Dense Forests: +1 Attrition for Enemies
  4. Gifts from Rome: +10% National Tax Modifier
  5. Rulers of Dacia: +1 Yearly Legitimacy
  6. Tribal Coalitions: +10% National Manpower Modifier
  7. Fruitful Meadows: +20% Manpower Recovery Speed


  1. +1 Yearly Prestige

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