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The Visigoths Visigoths were a Germanic, Barbarian Tribe at the eastern Hungarian Region, and the northwestern Eastern Balkans. The Visigoths are playable from 271-407, and 414-718, and during those times, their size and location may vary greatly until annexed by the Umayyad Umayyads in 719. Historically, the Visigoths contributed to the fall of the WestRome Western Roman Empire by taking Iberia and southern Aquitaine from them. The Visigoths in 271 are located at the eastern Hungarian Region, and the northwestern Eastern Balkans with Quadi Quadi to the west, the Roman Empire Roman Empire to the south, the Ostrogoths Ostrogoths to the east, and the Gepids Gepids to the north.

See also: Goths Goths, Ostrogoths Ostrogoths, Asturias Asturias, Umayyad Umayyad, Suebi Suebi

EventsEdit

From 2 to 495, if the Rome Roman Empire, West Rome Western Roman Empire, Byzantium 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 Development development, invade wisely.

StrategyEdit

DecisionsEdit

Form Germany German NationEdit

Requirements:

  • Culture icon Primary culture is in the Germanic Culture Group except:
    • Dutch, Flemish, Anglo-Saxon, and Austrian
  • Is not:
  • Germany Germany does not exist
  • Administrative tech Administrative Technology at Least 20
  • Is not a Icon vassal subject nation
  • Is not a Government steppe horde nomad nation
  • Is not the HRE Icon Holy Roman Emperor
  • At Peace
  • Owns Core-creation cost Core Province: Mecklenburg, Brandenburg, Altmark, Lüneburg, Brunswick, Anhalt, Saxony, Leipzig, Thüringen, Nürnberg and Alsace or Königsberg

Upon Enactment:

  • Country changes to Germany Germany
  • GainPrestige25 Prestige
  • Gain a Cost to fabricate claims permanent claim on the German Region
  • Set government rank to Empire Empire.
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Reform GovernmentEdit

Requirements:

  • At peace
  • IconPowerAdministrative Administrative Power of at least 100
  • One of the following must be true:
    • is in the Catholicism Christian religious group
    • is in the Sunni 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 ReformEdit

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

Gothic Ideas and Traditions Edit

Traditions:

  1. +25% Fort Defense
  2. +1 Diplomatic Reputation

Ideas:

  1. Great Migrations: -25% Core Creation Cost
  2. Successors of Rome: +1 Yearly Legitimacy
  3. Gothic Foederati: +5% Discipline, +1 Yearly Army Tradition
  4. Adaptable Peoples: -10% Cavalry Recruitment Cost
  5. Battle of Adrianople: +1 Yearly Prestige
  6. Multiple Gothic Nations: +20% National Manpower Modifier
  7. Sack of Rome: +10% National Tax Modifier

Ambitions:

  1. +50% Hostile Core Creation Cost