General Information[]
Gepidia, at it's start, is a religiously Germanic Gepid barbarian tribe located in the Poland region of the Eastern Europe subcontinent. Existing at the start of year 2 with cores, the tribe borders fellow religiously Germanic Vandalia west and south and Sciria northwest, Romuva Neuria northeast and east.
Gepidia, losing its cores, will be annexed by Tengri Avaria in 567 never to appear on-map again.
Called "Gepids" on-file.
See also: Burgundy, Venedi, Dacia, Iazyges, Quadi, Vandals, Antes
Decisions[]
Form German Nation[]
- Requirement(s):
- Germany does not exist
- Is not:
- Culture Group is Germanic
- None of the following must be true:
- is not colonial nation
- One of the following must be true:
- Administrative Technology at least 20
- Is Independent or a Tributary
- Is not a nomad nation
- Is not at war
- Is NOT the Emperor of the HRE
- Own core province(s): Hamburg (44), Zwerin (46), Berlin (50), Braunschweig (57), Dresden (61), Thuringen (63), Munchen (65), Nurnberg (67), Hessen (81), Koln (85), Pfalz (1761), Augsburg (1868), and Frankfurt (1876)
- One of the following must be true:
- Effect(s):
- Country changes to Germany
- Will no longer be part of the HRE
- Government rank changes to Empire
- Gain a permanent claim on region(s): North German and South Germany
- Gain 'Increased Centralization' for 20 years
- Gain 25 Prestige
Reform Government (Feudal Monarchy) (until 454)[]
- Requirement(s):
- Effect(s):
Technology Reform (Barbarian) (until 536)[]
- Requirement(s):
- Effect(s):
Events[]
From 2 to 495, if the Rome, West Rome, Byzantium, or 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 development, invade wisely.
Strategy[]
Starting as the Gepids is somewhat, mainly due to their difficult starting location. They start off with a lot of neighbors, for one. With Burgundy and Venedi to the north, Dacia and Iazyges to the south, Quadi and Vandals to the west, and Antes to the east, you should start building your army from day 1.
Alliances[]
The Goths, Suebia, Lombardy, and Marcomannia will make useful allies to counter any surprise attacks, and help you in annexing your hostile neighbors. Rome won't be an issue unless you make it one. You will want to avoid a direct border with the Romans until they start to collapse or until you have a strong enough army to attack them.
Expansion[]
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 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 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 Sarmatia. You will get lots of manpower and tax/trade income from it, as well as low AE.