For countries in the Germanic culture group.
- −15% Mercenary maintenance
- +10% Infantry combat ability
- +10% Production efficiency
- +5% Trade efficiency
- +10% Domestic trade power
- +1 Diplomatic reputation
- −1 National unrest
- +1% Missionary strength
- +1 Diplomatic relation
- +1 Yearly prestige
- −5% Technology cost
Brunswick is a small, landlocked country in the North Germany region. Brunswick starts the game as a member of the Holy Roman Empire (HRE) and shares borders with multiple countries, including three HRE Electors — Brandenburg, Cologne and Saxony.
The following event can fire for all countries which own the required provinces.
||Mean time to happen
Hanover does not exist.
If the country is AI-controlled,
If Hanover (1758):
The AI will never enact this decision if it is a non-elector HRE member.
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
As the ideas of the Enlightenment are sweeping through Europe, we may choose to embrace them ourselves in Westphalia. Our future model state will feature ideas as revolutionary as equal rights for all male population, freedom for serfs and emancipation for the Jews, as well as enabling of free enterprise through abolition of socage and the guilds.
Form German Nation
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22.
Regardless of the absence of a strong, central authority, our nation is prospering. The Hanseatic League, formed by hundreds of towns in northern Germany, has contributed to the prosperity of our nation. Intellectual growth, combined with sea and overland trading, has also helped spur the development and transform our country into a wealthy manufacturing center.
Germany does not exist.
If the country is AI-controlled then it:
The emperor of the Holy Roman Empire:
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
Typically, Brunswick starts the game with Bohemia as a rival. Since being on an Elector's bad side tends to lead to problems, securing immediate allies is vital to staving off early aggression. Saxony is an excellent candidate to befriend, as they are not only an elector but can provide a decent (though not impregnable) military buffer against the likes of Brandeburg and Bohemia. Outside the HRE, few options for diplomatic allies exist initially. With some time and effort, nations like Denmark and Brittany can be convinced into becoming formidable friends.
Smaller nations like Magdeburg and Anhalt can be allied with a view to later becoming a vassal, though tying Brunswick to the fates of one-province minors (OPMs) does run the risk of dragging the player into wars they would rather not fight — an expansionist Poland/ Commonwealth, for example.
As a member of the HRE, currying favour with the Emperor ( Austria in 1444) is never a bad idea. Staying in the Emperor's good graces means the player is more likely to have their territory returned should it be conquered and, should one be so lucky, be granted the title of Elector should a seat open up. Similarly, cozying up to as many Electors as possible gives Brunswick a shot at ascending to the Imperial throne, which carries a not insignificant amount of benefits and responsibilities.
With no ports at the game's start in 1444, Brunswick's focus is initially set solely on European expansion in the heart of the HRE. This carries with it a fairly sizeable caveat: most, if not all, of the nearby territory will be protected by the Emperor. There are notable exceptions -- OPM East Frisia, for example -- but these are few and far between. Thus, taking territory and avoiding the demands to return it requires tact, not just brute force.
A convenient quirk of Imperial diplomacy forbids the Emperor from actually sending the demand to return unlawful territory while the target is at war. This can be exploited by a crafty player through chaining wars together. In effect, before sending a peace offer for the current war, the player starts a second war. This means war will technically never be over for the player even after the peace deal is signed, meaning conquered territory can be cored and thus considered legal to own under Imperial law.
The downside to this is that, eventually, war must end. Even the most skilled general or charismatic diplomat must rest to allow manpower levels to recover and war exhaustion to fade. In such a weakened state, an overextended country is vulnerable to decisive counter-attacks that may mean the loss of conquered territory anyway, and perhaps more. Aggressive expansion (AE) penalties must also be closely monitored to prevent a sizable coalition from enacting swift revenge.
Instead of outright conquest, other countries can be turned into vassals even while members of the HRE (albeit after overcoming a -25 penalty). This avoids the unlawful territory issue while still allowing the player to benefit from a boost in revenue and fielded troops. Unfortunately, the steep penalty to vassalize an HRE nation often means a purely diplomatic solution may be difficult or impossible. A more direct method is forced vassalization through conquest, which achieves the same result assuming the war isn't fraught with opposing alliances. Regardless of which vassalization method is used, prime targets include Verden, Oldenburg and Hesse.
Once a country is made Brunswick's vassal, diplomatic annexing can be done after a ten-year wait. This carries the usual penalty to diplomatic reputation, plus an additional penalty for annexing an HRE member. However, this is not considered unlawful acquisition of territory. If Brunswick is popular enough to afford to be hated, a slow, methodical absorption of nearby countries means Brunswick can grow in size without contravening Imperial law.
Similar to creating vassals, gaining personal unions (PUs) over other countries allows Brunswick to effectively increase its reach without drawing the Emperor's ire. Since many HRE nations lack heirs to start the game (as indicated by the "Disputed Succession" alert), royal marriages can pay dividends for the player should a foreign leader meet an untimely end. In the early game, neighbours like Saxony and Lüneburg are prime targets for PUs.
The trade-off for PUs versus vassals is that the integration timer is much longer for PUs — fifty years instead of ten. This, while the up-front diplomatic effort is minimal, the end result means a diplomatic relation slot will be tied up longer while the annexation timer ticks down. Furthermore, PUs are only possible with Christian monarchies. Brunswick neighbour Münster, for example, is a theocracy and does not allow royal marriages; thus, they can never be brought under a union.
- The script code of the event can be found in .