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General InformationEdit

Pomerania Pomerania originally was a Romuva, West Slavic, Barbarian Tribe. Pomerania later becomes a Germanic nation, and apart of the Holy Roman Empire Holy Roman Empire in 1181. Pomerania Pomerania is playable from January 1st, 2, to 1121; 1138 to 1227, and from 1235 to 1630.

See also: Old Prussia, Goths, Vandals, Rugii, Teutonic Order, Poland, Denmark, Sweden

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

Because you are Pomerania Pomerania, you are quite far away from Roman Empire Rome. If you want the earliest border possible with the Romans, begin fabricating on and rival the Vandals Vandals, the Goths Goths, and the Rugii Rugii. Improve your relations with Burgundy Burgundy and OldPrussia Old Prussia to gain an at least one ally to help you fight (and protect you from) your three rivals By declaring war and annexing these countries, you open up two directions, the east and the south, towards Roman Empire Rome. Burgundy Burgundy and OldPrussia Old Prussia at some point may become an annoyance once you have annexed your rivals. If so, just fabricate and annex them as well (they're far from the other countries, so a coalition isn't likely). It's preferable to peacefully vassalize the two instead, if possible.

DecisionsEdit

Reform into Prussia (1121-1630)Edit

Requirements:

  • Flag of Prussia Prussia does not exist
  • Country has Pomeranian, Saxon or Prussian as primary culture.
  • Is not a monastic order.
  • Is not:
  • Has an Administrative Technology of at least 10
  • Is not a subject nation
  • Is not a nomad nation
  • At peace
  • Is Protestant or Reformed
  • Owns cores on:
    • Königsberg (41)
    • Warmia (42)
    • Danzig (43)

Upon Enactment:

  • Country changes to Flag of Prussia Prussia
  • Change primary culture to Prussian
  • Change culture to Prussian in:
    • Capital
    • Random owned province with A Pomeranian or Saxon culture
  • If Duchy Duchy, set government rank to Kingdom Kingdom.
  • Gain Prussian Traditions & Ambitions
  • Gain 28px-Prestige 25 Prestige
  • Gain permanent claim on all not owned provinces of the West and East Prussians areas
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Form Germany (1121-1630)Edit

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
  • Gain 28px-Prestige 25 Prestige
  • Gain country modifier Increased Centralization for 20 years:
  • Gain a permanent claim on the German Region
  • Set government rank to Empire
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Reform Government (2-600)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 (2-600)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"

Pomeranian Ideas and Traditions Edit

Traditions:

  1. −20% Light Ship Cost
  2. +10% Morale of Armies

Ideas:

  1. Legacy of Pirates: +15% Privateer Efficiency, +10% Embargo Efficiency
  2. Pomeranian Merchants: +1 Merchant
  3. Northern Ports: +25% Trade Steering
  4. Religious Freedom: +2 Tolerance of Heretics
  5. Mercenary Contracts: −25% Mercenary Maintenance
  6. Dominate the Baltic: +10% Trade Efficiency
  7. German Navy: +25% Naval Force Limit Modifier

Ambitions:

  1. +10% Global Trade Power

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