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General Information

Kent Kent is playable from 2 to 20, and from 420 to 871. In 871, Kent is conquered by Wessex Wessex.

See also: England, Rome, Bernicia, Deira, Essex, East Anglia, Lindsey, Mercia, Northumberland, Wessex

Strategy

Decisions

Form England (420-871)

Requirements:

Upon Enactment:

  • Country changes to England England
  • Capital moves to London (236)
  • Gain 28px-Prestige25 Prestige
  • Gain a permanent claim on the Northern England, Mercia, East Anglia, Wales, and Wessex areas
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National unrest
  • If an Holy Roman Empire 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 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 Great Britain
  • Gain 28px-Prestige25 Prestige
  • Gain permanent claim to the British Isles region
  • If Duchy Duchy, then set government rank to Kingdom Kingdom.
  • If an Holy Roman Empire 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:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Form Kent

Requirements:

Upon Enactment:

  • Country changes to Kent Kent
  • Gain 28px-Prestige10 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:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Briton Ideas and Traditions (2-20)

Traditions:

  1. +5% Discipline
  2. -10% Land Attrition

Ideas:

  1. Briton Hill Forts: +25% Fort Defense
  2. Druids: +50% Hostile Core Creation Cost
  3. Cross Channel Trade: +20% Global Trade Power
  4. Albion: +1 Attrition for Enemies
  5. Boudicca's Uprising: +1 Yearly Prestige
  6. Iron Weapons: +10% Infantry Combat Ability
  7. Fierce Warriors: +10% Morale of Armies

Ambitions:

  1. +10% National Tax Modifier

Anglo-Saxon Ideas and Traditions (420-871)

Traditions:

  1. +1 Attrition for Enemies
  2. +10% Morale of Armies

Ideas:

  1. Burhs: +20% Fort Defense
  2. Anglo-Saxon Settlement: -10% Culture Conversion Cost
  3. Law of Æthelberht: -10% Stability Cost Modifier
  4. Treaty of Wedmore: +1 Yearly Prestige
  5. Fyrd: -10% Infantry Cost
  6. Tribal Hidage: +10% National Tax Modifier
  7. Heptarchy: +25% Hostile Core-Creation Cost

Ambitions:

  1. +20% Manpower Recovery Speed
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