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Prussia

(Redirected from Militarisation)
Kingdom rankPrussia
Prussia.png
Primary culture
Prussian (Germanic)

Capital province
Königsberg (41)

Government
Prussian Monarchy Government monarchy.png

State religion
ProtestantProtestant.png

Technology group
WesternWestern technology group
Prussian ideas
Traditions.png Traditions:
+0.5 Yearly army tradition
−10% Aggressive expansion impact

Stability cost modifier.png Legacy of the Teutonic Knights

−10% Stability cost modifier
+1 Tolerance of the true faith

Army tradition decay.png The Soldier-King of Prussia

−1% Yearly army tradition decay

Morale of armies.png Army Professionalism

+20% Morale of armies

Nobility loyalty equilibrium.png Noble Cadets

+10% Nobility loyalty equilibrium

Infantry combat ability.png The Goose Step

+20% Infantry combat ability

National manpower modifier.png Regimental Cantons

+25% National manpower modifier
−10% Recruitment time

Development cost.png Religious Toleration

−5% Development cost
+1 Tolerance of heretics

Idea bonus.png Ambition:

+5% Discipline
For the region, see Prussia (region).

Prussia (German: Preußen) is one of the formable countries in Europe and can be formed by Flag of Brandenburg Brandenburg, the Flag of Teutonic Order Teutonic Order, or any country with Prussian, Saxon, or Pomeranian culture (besides end-game tags such as Germany and a unified, centralised Holy Roman Empire). It also exists in campaigns started in 1525 or later. Prussia is a powerful military state with strong morale, discipline and tradition; enough to ensure strong generals in commanding large armies, well-trained troops in aforementioned armies and good military rulers.

If played correctly, Prussia can dominate Central Europe and the rest of the HRE. Prussia is considered one of the more advanced nations due to the difficult requirements and challenges that must be overcome to form, therefore it is not recommended for beginners. However, once inner quarrels are settled and the homeland is secured it can easily become one of the most entertaining yet still challenging nations. Prussia can also play a decisive role in the League Wars.

Contents

Prussian monarchyEdit

The Prussian Monarchy is a unique government type available only for Prussia that gives a major advantage in military power income. Having this government ensures:

  •   −2 National unrest
  •   −0.02 Monthly war exhaustion
  •   −0.075 Monthly autonomy change
  •   +10 Maximum absolutism
  •   +3 Monarch military skill (for future monarchs)
  •   −50% Governing capacity
  •   +10% Nobility loyalty equilibrium

Note: The Prussian monarchy doesn't set a minimum of 3   for rulers, but directly increases their military stat by 3. Due to the way ruler stats are calculated, it gives a 5/8 (62.5%) chance of getting a 6   ruler.

  MilitarizationEdit

Prussian monarchies have a unique system that gives army-oriented bonuses the more militarized the nation gets on a scale of 0 to 100%. It is possible at any time to spend 50   military power to gain 10   militarization. At 100%   militarization of the state the country will gain:

  +10% Discipline
  +20% Manpower recovery speed
  −20% Land maintenance modifier

Monthly militarization is affected by the following:

  Triggers
+0.02 Has completed the Prussian mission 'Empowered Junkers'
+0.02 Has enacted the nobility privilege 'Junker Supremacy'
+0.05 Has enacted the Republican government reform 'Stratocratic Administration'
+0.100 Army tradition (at 100%)
+0.025 Legitimacy (at 100%)
+0.000 Legitimacy (at 50%)
-0.025 Legitimacy (at 0%)
-0.010 Over Governing Capacity (per 1%)
-0.250 Bankruptcy

FormationEdit

There are three possible decisions that form Prussia. One is for the   Teutonic Order, and is based on the secularization of that order into the Duchy of Prussia in 1525. One is for   Brandenburg, based on the Electors of Brandenburg, having inherited the Duchy of Prussia, crowning themselves King in Prussia in 1701. The last is for any other country with Prussian, Saxon or Pomeranian culture, representing another German country taking the path that Brandenburg did historically. Note that the latter two decisions will elevate the nation to kingdom rank and will consequently make it leave the Holy Roman Empire unless it is an elector.

id

 Form Kingdom of Prussia

There is only one king in the Empire, the king of Bohemia. At the same time our lands in Prussia are not a historic part of the Empire, let us declare ourselves King in Prussia to reflect our grander status than the other electors.
 
Potential requirements
  • Playing with normal or historical nations
  • Has never been an end-game tag
  • Has not formed Prussia before
  • Does not have the Celestial Empire government reform
  • Is   Brandenburg
  • If AI-controlled:
    • Is not a custom nation
    •   Prussia does not exist
    • Either the   Protestant or   Reformed religion is enabled
Allow
  •   Prussia does not exist
  •   Administrative technology is at least 10
  • Religion is   Protestant or   Reformed
  • Owns core province Königsberg (41)
  • Owns core province Danzig (43) or Stolp (2995)
  • Is not at war

Effects

The country:

  • becomes   Prussia
  • gets new   missions.
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    •  −0.05 monthly autonomy change,
    •  +1 national unrest.
  • gains   5 prestige
  • changes its primary culture to Prussian
  • gains a permanent claim on all non-owned provinces in the West Prussia and East Prussia areas

If   Prussia:

One random owned province with Pomeranian, Saxon or Prussian culture:

  • Gain   1 base tax

One random owned province with Saxon or Pomeranian culture that is not the capital:

  • Change culture to Prussian

Change the capital's culture to Prussian

id

 Reform into Prussia

The age of crusading knights is fading fast. There will come a time when we no longer stand to gain by holding on to the trappings of a monastic order. Besides, the Grandmaster would much rather be a Duke... or King. By reforming into a secular state, we can revitalize our administration and gain the respect of our neighbors.
 
Potential requirements
  • Playing with normal or historical nations
  • Has never been an end-game tag
  • Has not formed Prussia before
  • Is   Teutonic Order
  • Does not have the Celestial Empire government reform
  • Is not a colonial nation
  • If AI-controlled:
    • Is not a custom nation
    •   Prussia does not exist
    • Either the   Protestant or   Reformed religion is enabled
    • Is not a former colonial nation
Allow
  •   Prussia does not exist
  •   Administrative technology is at least 10
  • Is not at war
  • Religion is   Protestant or   Reformed
  • Owns core province Königsberg (41)

Effects

If Königsberg (41) is part of the HRE, but its owner is not a member then:

  • the province is removed from the HRE.
  • the Holy Roman Emperor:
    • gets the opinion modifier “Removed provinces from the Empire” towards the owner, worth  −50 opinion with a yearly decay of 1.
    • loses  1 imperial authority.

Königsberg (41):

  • becomes the new capital of the owner country.

The country:

  • becomes   Prussia
  • gets new   missions.
  • gains a permanent claim on all non-owned provinces in the West Prussia and East Prussia areas
  • gains   25 prestige
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    •  −0.05 monthly autonomy change,
    •  +1 national unrest.

If   Prussia:

Every neighbouring monarchy:

  • Gain opinion modifier “Secularized Monastic Order” (+25, decaying by −2.5 for 25 years) towards this country
id

 Reform into Prussia

The lands once conquered and Germanized by the Teutonic Order will always need protection against rapacious neighbors. Should the Order fail in this duty, we can take their place and usher in a new era of prosperity and Prussian discipline.
 
Potential requirements Allow
  •   Prussia does not exist
  •   Administrative technology is at least 10
  • is not a subject nation other than a tributary state.
  • Is not a steppe horde
  • Is not at war
  • Religion is   Reformed or   Protestant
  • Owns core provinces Königsberg (41), Warmia (42) and Danzig (43)

Effects

The country:

  • becomes   Prussia
  • gets new   missions.
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    •  −0.05 monthly autonomy change,
    •  +1 national unrest.
  • changes its government to monarchy
  • enacts the government reform Prussian Monarchy
  • gains   25 prestige
  • changes its primary culture to Prussian
  • gains a permanent claim on all non-owned provinces in the West Prussia and East Prussia areas

If   Prussia:

One random owned province with Saxon or Pomeranian culture that is not the capital:

  • Change culture to Prussian

Change the capital's culture to Prussian

MissionsEdit

Main article: Prussian missions

Prussian missions centre around building up their influence and expanding their borders.

EventsEdit

Main article: Brandenburg-Prussian events

Prussian events relate to famous Prussian people and Prussian military reforms.

StrategyEdit

Have a good strategy for Prussia?
+ Add it to this article and help other players!
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AchievementsEdit

 
Form Prussia and have at least 125% discipline.
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