General Information
Kent is playable from 2 to 20, and from 420 to 871. In 871, Kent is conquered by Wessex.
See also: England, Rome, Bernicia, Deira, Essex, East Anglia, Lindsey, Mercia, Northumberland, Wessex
Strategy
Decisions
Form England (420-871)
Requirements:
- Is not:
- Great Britain does not exist
- At peace
- Owns core province: London, Oxfordshire, Wessex , Kent, and Essex
Upon Enactment:
- Country changes to England
- Capital moves to London (236)
- Gain 25 Prestige
- Gain a permanent claim on the Northern England, Mercia, East Anglia, Wales, and Wessex areas
- Gain country modifier Increased Centralization for 20 years:
- If an HRE member and not an elector, leave the empire.
- Gain English Traditions & Ambitions.
Form Great Britain
Requirements:
- This country:
- Primary Culture is in the British Culture Group, Welsh, Highlander, Anglo-Saxon, or Briton
- Is not:
- Great Britain does not exist
- Administrative Technology is at least 55
- Is not a Subject Nation
- Is not a Nomad Nation
- At Peace
- Owns core province: London (236), Oxfordshire (237), Wessex (234), Lothian (248), Aberdeen (251)
Upon Enactment:
- Country changes to Great Britain
- Gain 25 Prestige
- Gain permanent claim to the British Isles region
- If Duchy, then set government rank to Kingdom.
- If an HRE member and not an elector or emperor, all provinces are removed from the empire.
- Capital moves to London (236)
- Gain country modifier Increased Centralization for 20 years:
Form Kent
Requirements:
Upon Enactment:
- Country changes to Kent
- Gain 10 Prestige
- If primary culture is in the Scandinavian or Germanic group, then primary culture becomes Anglo-Saxon
- Gain country modifier Increased Centralization for 20 years:
Briton Ideas and Traditions (2-20)
Traditions:
- +5% Discipline
- -10% Land Attrition
Ideas:
- Briton Hill Forts: +25% Fort Defense
- Druids: +50% Hostile Core Creation Cost
- Cross Channel Trade: +20% Global Trade Power
- Albion: +1 Attrition for Enemies
- Boudicca's Uprising: +1 Yearly Prestige
- Iron Weapons: +10% Infantry Combat Ability
- Fierce Warriors: +10% Morale of Armies
Ambitions:
- +10% National Tax Modifier
Anglo-Saxon Ideas and Traditions (420-871)
Traditions:
- +1 Attrition for Enemies
- +10% Morale of Armies
Ideas:
- Burhs: +20% Fort Defense
- Anglo-Saxon Settlement: -10% Culture Conversion Cost
- Law of Æthelberht: -10% Stability Cost Modifier
- Treaty of Wedmore: +1 Yearly Prestige
- Fyrd: -10% Infantry Cost
- Tribal Hidage: +10% National Tax Modifier
- Heptarchy: +25% Hostile Core-Creation Cost
Ambitions:
- +20% Manpower Recovery Speed