Florence

Primary culture
Capital province
Government
State religion
Technology group

- −10% Development cost
- +2 Yearly papal influence
- −5% Technology cost
- −5% Idea cost
- −15% Mercenary maintenance
- −0.5 Interest per annum
- +1 Yearly prestige
- +15% Trade efficiency
- +10% Production efficiency
- +25% National manpower modifier
- +5% Discipline


Such ambitions will not go unchallenged. South of Tuscany,




Florence is a nation in central Italy that is a part of the Tuscan culture. It is one of the nations that can form Tuscany and
Italy, and one of the most likely to do so. It has Catholic as its starting religion.
Contents
Missions[edit]
- Main article: Tuscan missions
Events[edit]
- Main article: Tuscan events
Florence shares many events with Tuscany.
Decisions[edit]
Form Tuscany
Potential requirements
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Allow
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Effects
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Form Italian Nation
Potential requirements
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Allow
The country:
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Effects
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Strategy[edit]

Government type[edit]
Florence starts as an Oligarchic Republic, this means that upon ruler death the player will be able to decide which government form to choose. Choosing Monarchy grants the possibility to make royal marriages; while this can be useful to get alliances with great powers early on, it can also be good to get personal unions either with
Savoy or
Naples (once it is free from its overlord
Aragon) to speed up expansion in the Italian region. Another way to form a monarchy is by the event to form Tuscany (which turns Florence into a Feudal Monarchy) or to decrease the Republican Tradition, form a Republican Dictatorship, and then let it become a monarchy on ruler's death.
The player can also choose to increase the Nobility Estate's influence to over 100%, then allow the aristocratic coup to happen. Though this will cause the Trade income to drop, but in exchange the Noble Republic government type gives troops a boost in Morale. Since the influence of the Nobility is over the limit, the player can use the benefits to increase its military power. When playing wide, the benefits of having an oversized and strong military outweigh the drop in Trade income and allows Florence to expand with military advantage early in the game.
Alternatively, the player can keep the republican form, a decision which makes the distribution of Monarch Points much more fluid and dynamic, adapting to the needs of the moment.
Tuscany and Italy[edit]
As an Italian minor, the early game is not easy, and it can be wise to wait for Europe's geopolitical situation to stabilize before setting rivals. Fabricate claims on Lucca and
Siena early on. They tend to join trade leagues under either
Genoa or
Venice.
Milan usually is the only available relatively strong ally at game start and can be a good ally against the powerful Merchant republics on either side of the Italian boot, if Milan is not rivaling
Austria (an alliance with the emperor will usually forestall the "Unlawful Territory" demand). Nevertheless, Milan often has its own expansionist agenda, so eventually (especially if the player aims to form Italy) one must be ready to break their alliance and confront them in war.
When
Naples becomes independent later on, it can be a great ally against
The Papal State.
Florence's mid-game goal is usually to form Tuscany and possibly
Italy. In order to form Tuscany, Florence must own its three starting provinces plus either Siena or Lucca. Vassalizing and diplomatic annexing them is not advisable as it requires more time. After Tuscany is formed, and the Shadow Kingdom event has fired, the player can expand to form Italy. Since Italian land gives a large amount of aggressive expansion from high development, it can be a good idea to establish a foothold in North Africa, usually
Tunis, and expand there while European aggressive expansion cools down. Depending on the alliance situation after the Shadow Kingdom event, it can be good to ally nations that are rivals with
Austria but don't really want provinces in Italy.
France is often the right choice; other options could include
Castile,
Aragon, or
Hungary.
Florence/Tuscany is in the unique position of being able to strike at all the provinces needed to form Italy. Being a monarchy as Tuscany allows a player to form personal unions, especially over Savoy or Naples, as well as royal marriages to secure alliances with strong powers early on. The diplomatic strategy requires the early adoption of the influence and diplomatic idea groups, which means sacrificing any real chance to colonize.
Colonization[edit]
Colonization can be chosen both early or late in the game. A good strategy could be to push through Egypt to gain access to the Red Sea and via that route to colonize Asia and Indochina, and push through to Australia. Alternatively, pushing through Morocco towards the rich gold provinces of West Africa is an optional strategy, although this route usually is more difficult because of the Reconquista by the Iberian monarchies. It could be good for the player to conquer parts of North Africa after the Shadow Kingdom event, and get stronger with the help of colonies to then form Italy. If the player decides to do so, trade from Asia may be pulled from the Gulf of Aden trade node to Venice and from Timbuktu, trade may be pulled across the Sahara to Tunis and on to the Genoa trade node. Once Tuscany or Italy have become a great power later in the game, the player could choose to take over other nation's colonial nations to better expand its colonial domain.
Development[edit]
Florence is one of the strongest nations if a player is looking to play "tall". Florence starts as part of the HRE and the Italian provinces mostly consist of farmlands. Florence has access to the Genoa trade note and multiple centers of trade nearby. Another bonus is that the Renaissance is guaranteed to spawn in Italy. Gaining control over that province provides the Birthplace of Renaissance modifier, lowering development by an extra 5%. Being a Oligarchic Republic means that the player can exchange Republican Tradition to gain a good amount of monarch points.
Achievements[edit]
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