Prussia

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. |
- +0.5 Yearly army tradition
- −10% Aggressive expansion impact
Legacy of the Teutonic Knights
- −10% Stability cost modifier
- +1 Tolerance of the true faith
- −1% Yearly army tradition decay
- +20% Morale of armies
- +10% Nobility loyalty equilibrium
- +20% Infantry combat ability
- +25% National manpower modifier
- −10% Recruitment time
- −5% Development cost
- +1 Tolerance of heretics
- +5% Discipline
- For the region, see Prussia (region).
Prussia is one of the formable countries in Europe and can be formed by Brandenburg, the
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.
Prussian governments[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.31. |
Prussia has three unique government reforms, Prussian Monarchy for monarchies, Stratocratic Administration for republics, and Militaristic Divine State for theocracies.
Prussian Monarchy[edit | edit source]
Having the Prussian Monarchy gives:
−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.
Stratocratic Administration[edit | edit source]
Having the Stratocratic Administration gives:
−0.02 Monthly war exhaustion
+0.05 Militarization of state
−0.075 Monthly autonomy change
+30 Maximum absolutism[1]
−0.5 Yearly republican tradition
−50% Governing capacity
Militaristic Divine State[edit | edit source]
Having a Militaristic Divine State gives:
−0.02 Monthly war exhaustion
+0.05 Militarization of state
−0.075 Monthly autonomy change
−0.5 Yearly devotion
+10 Maximum absolutism
+15% Manpower in true faith provinces
−50% Governing capacity modifier
Militarization[edit | edit source]
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Available only with the Rights of Man DLC enabled. |
The government reforms Prussian Monarchy, Stratocratic Administration, Militaristic Divine State, Crusading Empire, Livonian Militarist Monarchy and Zulu Tribe have militarization which is a 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:
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+10% | Discipline |
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+20% | Manpower recovery speed |
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−20% | Land maintenance modifier |
Monthly militarization is affected by the following:
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Triggers |
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+0.02 | Has completed the Prussian mission Empower the Junkers |
+0.02 | Has enacted the nobility privilege “Junker Supremacy” |
+0.05 | Has enacted the republican government reform Stratocratic Administration |
+0.05 | With the parliament issue “Extend Militarization of the State” |
+0.05 | with tier 3 Brandenburg Gate (+0.01 with Tier 1 and +0.02 with Tier 2) |
+0.10 | Army tradition (at 100%) |
+0.025 | Legitimacy (at 100%) |
+0 | Legitimacy (at 50%) |
−0.025 | Legitimacy (at 0%) |
−0.01 | Over governing capacity (per 1%) |
−0.5 | Bankruptcy |
Formation[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.31. |
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.
Reform into Prussia
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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
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations |
Allow
Königsberg (41) is part of a state |
Effects
The country:
Every neighbouring
If Königsberg (41) is part of the HRE, but its owner is not a member then:
Königsberg (41):
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Form Kingdom of Prussia
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
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
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations |
Allow
|
Effects
The country:
One random owned province with One random owned province with |
Reform into Prussia
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
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
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations |
Allow
|
Effects
The country:
One random owned province with One random owned province with |
Missions[edit | edit source]
- Main article: Prussian missions
Prussian missions centre around building up their influence and expanding their borders.
Events[edit | edit source]
- Main article: Brandenburg-Prussian events
Prussian events relate to famous Prussian people and Prussian military reforms.
Achievements[edit | edit source]

Eastern technology group ![]() |
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Anatolian technology group ![]() |
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Muslim 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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- ↑ In addition to the absolutism from the tier 1 reform, all republics get
−40 Maximum absolutism for being a republic.