Munich

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
Notes:
For countries with Bavarian primary culture.
- +10% Cavalry combat ability
- +50% Chance of new heir
Institute the Everlasting Succession
- +1 Yearly legitimacy
Bring in the Bavarian Purity Law
- +10% Production efficiency
Found the Bavarian State Orchestra
- +1 Yearly prestige
- +1 Yearly papal influence
- +3% Missionary strength vs heretics
- +10% National tax modifier
- +5% Discipline
Found the Royal Order of Saint George for the Defense of the Immaculate Conception
- +0.5 Yearly army tradition
- −10% Development cost
Munich is a Bavarian minor in South Germany belonging to the Holy Roman Empire. Its two provinces are separated by Landshut. The bishopric
Passau is its vassal. Munich exists in game starts from 1444 to 1503.
Decisions[edit | edit source]
Form Bavaria
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
The once proud Duchy of Bavaria lies divided and weak. We must reunite its former territories and reclaim the glories of the past if we are to avoid being but a footnote in history.
Potential requirements
If the country is AI-controlled then it:
Playing with normal or historical nations. |
Allow
The country:
|
Effects
The country:
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- AI will always take this decision
- AI gives "high priority" (400) to this decision
Form German Nation
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
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.
Potential requirements
If the country is AI-controlled then it:
Playing with normal or historical nations. |
Allow
The country:
|
Effects
The country:
|
AI will always take this decision unless it is

Missions[edit | edit source]
- Main article: Bavarian missions
The missions center around expanding into their immediate vicinity.
Events[edit | edit source]
- Main article: Bavarian events
Munich shares some events with Bavaria.
Strategy[edit | edit source]

Starting situation[edit | edit source]
Munich starts with a 2 2 2 ruler and 1 0 1 heir. The ruler is young enough to disinherit and try for a better heir. It has a force limit of 10, which is significantly higher than its neighbours. Together with its vassal Passau early wars are feasible, without neccessarily needing allies.
Diplomacy[edit | edit source]
In terms of alliances, it is usually possible to Royal Marry, and then Ally Bohemia of the start, which is recommended. You have one slot for your vassal
Passau, meaning you have room for two more alliances. I would recommend one of the Saxon electors, (
Brandenburg or
Saxony ), and another elector. Trying to become the emperor is a very good move for Bavaria once formed, and you need to setup alliances early. For rivals, always rival the other two Bavarians, and for your third just choose one of the other OPM Bavarians. You'll be getting new rivals very soon, and after forming
Bavaria your natural rivals will probably be the
The Palatinate,
Austria, and another regional power. Just keep your eyes out to see if a big European power might ally you, like
France or
Poland later on, because it is possible.
Forming Bavaria[edit | edit source]
Munich immediately gets an event which grants a Restoration of Union casus belli on both Landshut and
Ingolstadt. Their alliances tend to be weak, so it may be possible to attack right away. As soon as both are under a personal union (or vassalized),
Bavaria can be formed, integrating them for free. This can be done as early as 1448, without triggering a coalition.
Austria may interfere during the wars by enforcing white peace, if possible ally them to prevent this. I would recommend attacking the bavarian who has the least allies first, because if you don't you give them room to get a stronger ally, like
Bohemia or
Austria that will ruin your campaign. Nations with 2 or more allies usually don't seek to get new ones that urgently, while nations without allies do. However, in a void attack
Landshut first because they are slightly stronger. Once you are done, immediately attack
Ingolstadt because they will most likely be vulnerable. Don't worry about AE because PU's give very little AE, even in the HRE.
Further expansion[edit | edit source]
A war with Salzburg for annexation is usually pretty straight forward, just annex them. Next targets being
Augsburg,
The Palatinate for a Personal Union, the Franconian Minors, and
Austria for the state of Tirol, specifically the gold mine. after that, just follow your mission tree, expand into Franconia and Swabia, PU
The Palatinate,
Austria, and
Brandenburg, and see if you can form
Germany long term, or maybe the
Holy Roman Empire. Just be wary of your Aggressive Expansion in the HRE, and once you get out of the hug-box, maybe expand into Italy, or Eastern Europe.
Personal Unions[edit | edit source]
One of the big advantages Bavaria has over its German rivals such as Franconia, and etc.
Bavaria has the unique ability to get Personal Unions over a lot of Europeans. Your missions/events will give you Restoration of Union Casus Belli over
Landshut,
Ingolstadt,
Austria,
The Palatinate, and
Brandenburg. However, those are not the only way you can get Personal Unions. For example, you have the same dynasty as
Denmark, and its junior partners, so you can often times claim their thrones and get all three Personal Unions. Depending on luck, I've also gotten the Burgundian Inheritance as
Bavaria. Of course, you can also get PU's the natural way, using Royal Marriages, and trying to get your dynasty on other countries thrones.
Ideas[edit | edit source]
Single Player:
In a single player game, your objectives are very different. For a first idea, I would take Diplomatic ideas. You not only can break Royal Marriages for the small price of 1
You also get
+1, allowing for more royal marriages, which increases your chance of a natural PU, or getting a member of your dynasty onto another nations throne. You also get
+2 for an easier time getting Royal Marriages, and it also helps with Aggressive expansion. Having
+25% and an extra 2
will help you lower aggressive expansion significantly faster, which is extremely important in the HRE.
A good second idea might be
Quantity ideas, where the
+50% is very helpful in making sure manpower won't be a limiting factor in your expansion. The extra Force Limit, and Manpower Recovery speed also help, and overall is a very solid idea set.
Influence is also very useful once you start getting Personal Unions. Getting both Diplomatic and Influence ideas might seem like a waste, but in this case getting the
-15%, the
-25%, and the Diplomatic relations and reputation makes it also very strong. In this case, more is better, especially when it comes to modifiers like diplo rep, and trust me, its worth it to take both when in a vassal-based gameplay.
From here on out, ideas will depend on your own situation. Humanist will help you whether the reformation, and be pretty useful if you are blobbing hard, but is more of a late game idea.
Multiplayer: From here on out, its a different world. The meta is completely different, and often times you won't always be able to expand with abandon. There are limitations on expansion, and suddenly getting personal unions isn't the easiest thing in the world. In this case, I recommend getting Economic ideas first, mainly for the
+0.10, the
+10%, the
-10%, and most importantly the
-20%, and the -10% from the Quantity-Economic Policy. The second idea set should be
Quantity. Not only is
one of the most important modifiers in multiplayer, but
is also a massive part, helping your economy tremendously when going over force limit.
After the initial two,
Quality ideas are very good, giving you some of the best military bonuses in the game, not to mention
+10% from the idea group, and the Policy with Economic. After that,
Trade is very strong for your economy. Playing tall is very important, especially in Germany, and Trade ideas is easily the best idea group for your economy. Plus you get some very good policies too. After that, it really is going to depend a lot on your own situation.
Achievements[edit | edit source]
Eastern technology group ![]() |
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Nomadic technology group ![]() |
Central African technology group ![]() |
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East African technology group ![]() |
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Muslim technology group ![]() |
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West African technology group ![]() |
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Eastern technology group ![]() |
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Muslim technology group ![]() |
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Indian technology group ![]() |
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Chinese technology group ![]() |
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Nomadic technology group ![]() |
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Western technology group ![]() |
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Mesoamerican technology group ![]() |
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North American technology group ![]() |
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Polynesian technology group ![]() |
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