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For the Germanic kingdom, see Prussia.

The Prussians Prussians also known as Old Prussia, is a Baltic tribe that is playable from February 1st, 2 to 1252. The Old Prussians were Germanized after the successful crusade led by the Flag of Teutonic Order Teutonic Order, thus creating what would later be known as the German Kingdom of Prussia Prussia. Even after 1252 when Prussians Old Prussia ceases to exist, they can still be released in the province of Kurland until 1850, the year when the last Old Prussian province is assimilated.

See also: Vandals Vandals, Goths Goths, Pomerania Pomerania, Flag of Teutonic Order Teutonic Order, Livonian Order Livonian Order, Prussia Prussia, Latgalia Latgalia, 800px-Lithuania (1) Lithuania, Livonia Livonia, Curonia Curonia

StrategyEdit

Roman-Parthian WarEdit

Prussians The Prussians starts off in a rather odd position. You are located in Northeast Europe, which is completely empty. You won't have any neighbors east of your country for awhile, so in the mean time focus on expanding your way through the Germanic tribes, starting with the Goths Goths, Vandals Vandals, and Pomerania Pomerania. Your goal is to eventually border the Roman Empire Roman Empire. That way, once the Romans start to crumble, that's when you want to make a push into the Empire, securing as much land as you can.

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.

Mission DecisionsEdit

Execute decision Reform Government Edit

Requirements: Edit

  • At peace
  • IconPowerAdministrative Administrative Power of at least 100
  • One of the following must be true:
    • is in the Cult Christianity Christian religious group
    • is in the Cult Islam Muslim religious group
    • is Religion judaism Jewish
    • is Religion zoroastrianism Zoroastrian

Upon Enactment:

  • Lose IconPowerAdministrative 100 Administrative Power
  • Lose Icon stability 1 Stability
  • Type of Government Changed to Government monarchy Salic Monarchy

Tech Reform Edit

Requirements:

  • At peace
  • Administrative tech Administrative Technology of at least 19
  • IconPowerAdministrative Administrative Power of at least 100
  • Do not have: Government tribal Barbarian Tribe, Tribal Despotism, Tribal Democracy, Tribal Federation

Upon Enactment:

  • Lose IconPowerAdministrative 100 Administrative Power
  • Lose Icon stability 1 Stability
  • Tech Group is changed to Western Western
  • Unit Types change to Western Western

Reform the ClergyEdit

Requirements:

Upon Enactment:

  • Lose IconPowerAdministrative 100 Administrative Power
  • Gain country modifier Reformed Clergy until the end of the game.
    • Stability cost modifier +10% Stability Cost Modifier
    • Missionary strength +1% Missionary Strength
    • Tolerance own +1 Tolerance of the True Faith
    • Tolerance heathen -2 Tolerance of Heathens

Old Prussian Ideas and TraditionsEdit

Traditions Traditions:

  • +50% Hostile Core-Creation Cost On Us
  • +10% Morale of Armies

Trade efficiency Amber Road:

  • +10% Trade Efficiency

Missionary strength Kriwo Kriweto:

  • +2% Missionary Strength

Tolerance own Holy Streams and Forests:

  • +2 Tolerance of the True Faith
  • -10% Stability Cost Modifier

Defensiveness Natural Defenses:

  • +20% Fort Defense

Mil tech cost modifier The Northern Crusade:

  • −10% Military Technology Cost

National unrest Nomadic Lifestyle:

  • -1 National Unrest

Diplomatic upkeep Crossroads of Nations:

  • +3 Diplomatic Relations

Idea bonus Ambitions:

  • +1 Yearly Legitimacy