- +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
- For the region, see Germany (region).
Historically, Germany, or the idea of a unified German state (aside from East Francia and 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 Federal Republic of Germany.
Formation[edit | edit source]
Form German Nation
Germany does not exist.
If the country is AI-controlled then it:
Playing with normal or historical nations.
AI will always take this decision unless it is Austria
Missions[edit | edit source]
- Main article: German missions
Strategy[edit | edit source]
Starting as Brandenburg[edit | edit source]
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 Oberhessen (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. In addition, the player should pay special attention to the North German trade cities in the Lubeck trade node, as they are integral to amassing a sizable trade income.
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.
For more experienced players, you can use Prussia's OP ideas to quickly make a powerful military and expand very quickly in the HRE. With strong allies, you do not need to fear about gaining too much AE. Or, When Protestantism/Reformed spawns, Take the religion from these( as you need it for forming Prussia, and generally is better that Catholicism in-game ), and wait for the league war. In the league war, occupy the required capitals and dismantle the HRE, Or, you could ally all the electors, call in all possible allies to war with the emperor, occupy the emperor's capital and dismantle the HRE.
Starting as Brunswick[edit | edit source]
Forming Germany is similar as for Brandenburg, but with a few twists.
You start sharing the Welfian dynasty with Lüneburg. Either wait for a Claim Throne opportunity for a low liberty desire subject; or prioritise their annexation for fast Hanover formation. Brunswick and Hanover have ok diplomatic ideas; combine with Diplomatic to spread your dynasty - and ultimately form personal unions - over lesser HRE dukes. This can lessen aggressive expansion, balance admin and diplo mana use, and lead to direct inheritance of small dukes without any war at all. With Mandate of Heaven, remember you can halve the warscore cost of transferring subjects to you. An opportune player might be able to snag Bavarian or Saxon junior partners for themself. With another German tag as your subject, you can use their missions - and their claims - for more expansion opportunities.
The Lübeck node should be your main trading node, as you can steer all German trade there. Declaring on free cities, like Hamburg, will call the Emperor in. Instead, declare on their ally. Unlawful Territory demands can be avoided by vassalising in the peace deal.
Hanover generally has better ideas than Brunswick - form it as soon as possible. The Hanoverian mission tree includes a Restore Union CB on England. Use it for a colonial ally. Integrating England/GB helps earn other achievements, such as Fine Financials and Industrial Powerhouse.