- +15% Infantry combat ability
- +1 Yearly devotion
- +1 Yearly legitimacy
- +0.3 Yearly republican tradition
- −2 National unrest
- −10% Technology cost
- +5% Discipline
- +10% Trade efficiency
- +0.5 Yearly army tradition
- +5% Administrative efficiency
- +20% Goods produced modifier
- +1 Diplomatic relation
Historically, Germany, or the idea of a unified German state (aside from the Holy Roman Empire) wasn't conceived of until after the Napoleonic Wars. However, the Germany portrayed in EUIV's timeline is more of the German Confederation as the successor to the Holy Roman Empire rather than the modern state of Germany.
Form German Nation
Please help with verifying or updating this infobox. It was last verified for version 1.29.
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:
If the country does not have custom ideas
- Main article: German missions
Please help with verifying or updating this section. It was last verified for version 1.29.
Starting as Brandenburg
Form Prussia as soon as possible. Prussia is an ideal candidate for forming Germany because of their militant ideas and government. See the Brandenburg and Prussia pages for strategy on starting. Note that Poland will most likely have taken Königsberg (41) from the Teutonic Order so it is a good idea to ally Poland's rivals to obtain the province.
Once Prussia is formed, the player should improve relations with Austria to form an alliance with them. If not Austria, the player should ally France or a strong non-Germanic country. For instance, Denmark (Or Sweden if they overthrow and are stronger than Denmark), Muscovy, Hungary, or even Ottomans. The player should use their discretion to choose allies. Austria may be the most critical alliance because they are frequently Emperor and are in the best position [aside from Prussia] to unite the German States, meaning if they go to war, Brandenburg [Prussia] would want to join them and control as much enemy territory as possible to prevent Austrian coring. However, Bohemia also has a high chance of winning the electorate. If that is the case, an alliance with Austria is key to get Bohemian land.
With a strong alliance, the player should begin to eat up North Germany, specifically gaining territories that lead to the provinces necessary to form Germany. For instance, Prussia should work their way through the Saxony regions to get to Brunswick (57), Thüringen (63), and Hessen (81). Prussia should continue with direct lines to the significant provinces until all are under control. It will not look organized, but is an efficient method.
It is important for the player to pay constant attention to heir-less German states that can become possible personal union partners. This allows for acquiring land without worrying about aggressive expansion, but only if the subjugation is caused diplomatically.