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Prussia

Kingdom rankPrussia
Prussia.png
Primary culture
Prussian (Germanic)

Capital province
Königsberg (41)

Government
Prussian MonarchyGovernment 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

National tax modifier.png Found the Kammergericht

+10% National tax modifier

Stability cost modifier.png Divide the Estates

−10% Stability cost modifier

Morale of armies.png Army Professionalism

+20% Morale of armies

Army tradition decay.png Noble Cadets

−1% Yearly army tradition decay

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 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)

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
+0.100 Army tradition (at 100%)
+0.050 Negative stability (per point)
+0.025 Legitimacy (at 100%)
+0.000 Legitimacy (at 50%)
-0.0150 Per province
-0.025 Legitimacy (at 0%)
-0.250 Bankruptcy

It is meant for the player to play tall, developing their lands and not waging wars for expansion, since it gives a penalty for the number of owned provinces.   Prussia itself was a small kingdom that managed to punch way over its size militarily.

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
  • Is not   Prussia
  • 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
  • Owns core province Danzig or Stolp
  • Is not at war

Effects
  • Country becomes   Prussia
  • The country gets new non-generic missions
  • Remove all provinces from the Holy Roman Empire, unless an elector or the Emperor
  • Set government rank to   Kingdom if it was   Duchy
  • One random owned province with Pomeranian, Saxon or Prussian culture:
    • Gain   1 base tax
  • Gain country modifier “Increased Centralization” for 10 years, giving the following effects:
    •   −0.05 Monthly autonomy change
    •   +1 National unrest
  • Change government to monarchy
  • Enact government reform Prussian Monarchy
  • Gain   5 prestige
  • Change primary culture to Prussian
  •   Prussia:
    • One random owned province with Saxon or Pomeranian culture that is not the capital:
      • Change culture to Prussian
  •   Prussia gains a permanent claim on all non-owned provinces in Pomerelia, West Prussia and East Prussia areas
  • 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
  • Is not   Prussia
  • Does not have the Celestial Empire government reform
  • Is not a colonial nation
  • If AI-controlled:
    •   Prussia does not exist
    • The   Protestant or   Reformed religion is enabled
    • Is not a custom nation
    • 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

Effects
  • Move capital to Königsberg
  • Country becomes   Prussia
  • The country gets new non-generic missions
    •   Prussia gains a permanent claim on this province
  •   Prussia gains a permanent claim on all non-owned provinces in Pomerelia, West Prussia and East Prussia areas
  • Gain   25 prestige
  • Change government to monarchy
  • Enact government reform Prussian Monarchy
  • Every neighbouring monarchy:
    • Gain opinion modifier “Secularized Monastic Order” (+25, decaying by −2.5 for 25 years) towards this country
  • Trigger country event “New Traditions & Ambitions”, unless the country has custom or Prussian ideas
  • Gain country modifier “Increased Centralization” for 10 years, giving the following effects:
    •   −0.05 Monthly autonomy change
    •   +1 National unrest
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, Warmia and Danzig

Effects
  • The country gets new non-generic missions
  • Remove all provinces from the Holy Roman Empire, unless an elector or the Emperor
  • Set government rank to   Kingdom if it was   Duchy
  •   Prussia gains a permanent claim on all non-owned provinces in the East Prussia, Pomerelia and West Prussia areas
  • Change government to monarchy
  • Enact government reform Prussian Monarchy
  • Gain   25 prestige
  • Change primary culture to Prussian
  • Change the capital's culture to Prussian
  • One random owned non-capital province with Saxon or Pomeranian culture:
    • Change culture to Prussian
  • Trigger country event “New Traditions & Ambitions”, unless the country has custom or Prussian ideas
  • Gain country modifier “Increased Centralization” for 10 years, giving the following effects:
    •   −0.05 Monthly autonomy change
    •   +1 National unrest

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

From a 1444 start, Prussia's strategy is highly dependent on who forms it, what provinces are already owned, and its status vis-a-vis the Holy Roman Empire.

Within the Empire

If Brandenburg was an elector and formed Prussia then expansion within the Empire is possible without incurring the Emperor's wrath, but due to the the high aggressive expansion earned for taking provinces there, growth may be slow. The player should decide which of three long range paths to pursue; become the Emperor, form Germany, or pursue an independent course. The nearby Lubeck trade node can be a lucrative source of income once enough trade power is seized, and if Prussia makes a concerted effort to increase its naval force limits, wealth from the New World, entering the North Sea trade node can be diverted to increase Lubeck's value further. Germany and the Empire are not strictly mutually exclusive, but the requirements to form the one actively undercut the ability to amass authority to accomplish the unification of the other.

Outside the Empire

If Brandenburg was no longer an elector, or if formed by another (non-elector) Prince of the Empire, then Prussia will be ejected from the Empire upon gaining Kingdom rank. Further expansion within the Empire is likely to involve the Emperor defending his subjects, and declaring unlawful territory on any provinces taken. Access to the Lubeck trade node will be problematic so the upstream Baltic trade node becomes the next best source of value. This generally leads to war with Sweden (their overlord Denmark), the Livonians, and the Slavic powers to the east.

AchievementsEdit

 
Form Prussia and have at least 125% discipline.
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