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General InformationEdit

Flag of Hermunduri Hermunduri is a Hessian, Barbarian Tribe located in the central German region. Hermunduri is playable from 2-450, and during those times, Hermunduri will stay consistently unchanged until the migration period were other Germanic tribes leave their territory to flee from the Huns Hunnic Khanate (the Huns annex Hermunduri in 451). Hermunduri borders Cherusci Cherusci and Alemanni Alemanni to the west, Suebi Suebi and Marcomanni Marcomanni to the south, the Vandals Vandals, to the east, and Lombardy Lombardy to the north.

See also: Cherusci, Alemanni, Suebi, Marcomanni, Vandals, Lombardy, Huns

EventsEdit

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.

StrategyEdit

Follow the guide above about making your way towards the Roman Empire Roman Empire. You want to get their before they begin to collapse, that way other Barbarians don't beat you in the race for Rome.

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"

Hermunduri Ideas and TraditionsEdit

Traditions:

  1. +5% Discipline
  2. +1 Advisors

Ideas:

  1. Elbe River: +10% National Tax Modifier
  2. Germanic Borderlands: +25% Fort Defense
  3. Roman Trading Links: +20% Global Trade Power
  4. Conflict with Rome: +10% Morale of Armies
  5. Danube Frontier: +1 Leader Land Maneuver
  6. Salt Reserves: +10% Trade Efficiency
  7. Sons of Mannus: +1 Yearly Legitimacy

Ambitions:

  1. -25% Unjustified Demands

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