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General InformationEdit

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, Ostrogoths, Asturias, Umayyad, Suebi

StrategyEdit

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.

DecisionsEdit

Form GermanyEdit

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 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 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"

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

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