Switzerland

Primary culture
Capital province
Government
State religion
Technology group

- −15% Mercenary maintenance
- +10% Infantry combat ability
- +50% Mercenary manpower
- +5% Mercenary discipline
- +2 Tolerance of heretics
- −10% Stability cost modifier
- −20% Fort maintenance
- +25% Fort defense
- −10% Development cost
- +1 Yearly prestige
- +10% Production efficiency
- +5% Discipline
Switzerland is a medium-sized country in the Holy Roman Empire, beginning with 6 provinces. Bordered by Austria,
Konstanz,
Three Leagues,
Bregenz,
Milan,
Savoy and
Burgundy.
Contents
Missions[edit]
- Main article: Swiss missions
Events[edit]
- Main article: Swiss events
The Swiss events center around confederation of Swiss nations.
Reformation[edit]
Restore the Swiss Confederacy
Potential requirements
The country:
If the country is AI-controlled,
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Allow
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Effects
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Strategy[edit]

Playing ways and expanding routes[edit]
Switzerland can stay passive and focus on their army and economy while expanding through events for getting Three Leagues as a vassal and also with the fate of geneva event chain. But if the player wants to play agressive there are two main expanding routes: North Italy and Swabia (South Germany). Expanding into North Italy can be dangerous because of provinces with high development and HRE. Also with the 1.30 patch there is bad chance that the Italian nations can stay in the HRE when the Shadow Kingdom event comes. But you should expand there if you see an opportunity. Swabia will be the best route to expand because if the player destroys all the countries with swabian culture the player will get 15 army professionalism, 10 army tradition and permanent 25% mercenary manpower and 10% prestige from land battles modifiers.
The Protestant reformation[edit]
The player can't become the emperor of the HRE due to the government reform. There are some events for the reformed faith special to Switzerland (for example an event that spawns a reformed center of reformation in Geneva).
Idea groups[edit]
Switzerland can become a power house for mercenaries if the player wants to play it like that. First you should get Plutocratic idea group it is a very good mix of ideas which gives 10% mercenary manpower and 2,5% mercenary dicipline also %10 morale of armies. The second one should be Administrative Ideas for more mercenary bonuses. It gives -10% mercenary cost, -15% mercenary maintenance and 25% mercenary manpower. In total the player will get 135% mercenary manpower, 12,5% mercenary dicipline, -30% mercenary maintenance (with swiss government reform and swiss ideas). Also you can take defensive ideas for more fort defense and if you combine swiss ideas, defensive ideas and mountains you will get 70% fort defense and -30% fort maintenance.
Achievements[edit]
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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