The wiki's contest has ended. Congratulations to the winners!

Prussia

From Europa Universalis 4 Wiki
Jump to: navigation, search
Duchy rankPrussia
Prussia.png
Primary culture
Prussian (Germanic)

Capital province
Königsberg (41)

Government
Feudal 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 power.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 Ambitions:

+7.5% Discipline
For the region, see Prussia (region).

Prussia (German: Preußen) 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 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, and well-trained troops in aforementioned armies.

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.

Formation[edit]

There are three possible decisions that form Prussia. One is for the Teutonic Order Teutonic Order, and is based on the secularization of that order into the Duchy of Prussia in 1525. One is for Brandenburg 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 Prussian, Saxon or Pomerian German minor, representing another German prince 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.


Execute decision.pngForm 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

This country:

Allow

Brandenburg Brandenburg:

  • Prussia Prussia does not exist.
  • Has an administrative technology of at least 10.
  • Is not at war.
  • Is either Protestantism Protestant or Reformed.png Reformed.
  • Owns core Province icon.png province Königsberg (41)
  • Owns and cores either
    • Danzig (43)
    • Stolp (2995)

Effects
  • Change country to Prussia Prussia
  • Change Culture icon.png primary culture to Prussian
  • If Duchy rank duchy, set government rank to Kingdom rank kingdom
  • Gain a permanent claim on all not owned provinces of the Province icon.png West and East Prussian areas.
  • Gain Prestige.png5 prestige
  • Change Culture icon.png culture to Prussian in:
    • Capital.png Capital
    • Random owned province with A Pomeranian or Saxon culture
  • A random owned province with Pomeranian, Saxon or Prussian culture:
    • Gain Tax Base Icon.png1 base tax.
  • Gain “Increased Centralization” modifier for 10 years:
    • -0.05 Autonomy.png Monthly autonomy change
    • +1 National unrest.png National unrest
  • If a member of the HRE and not an elector, all own provinces are removed from the HRE.

Forming Prussia as Brandenburg


Execute decision.pngReform 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
  • Prussia Prussia does not exist.

This country:

If this country is AI-controlled then:

  • this country is not former colonial nation.
Allow

The Teutonic Order Teutonic Order:

  • Prussia Prussia does not exist.
  • Has an administrative technology of at least 10.
  • Is not at war.
  • Is either Protestantism Protestant or Reformed.png Reformed.
  • Owns core Province icon.png province Königsberg (41)

Effects
  • Gain “Increased Centralization” modifier for 10 years:
    • -0.05 Autonomy.png Monthly autonomy change
    • +1 National unrest.png National unrest
  • Every neighbouring Monarchy gets the opinion modifier “Secularized Monastic Order” towards Prussia worth Icon diplomacy relations.png25 opinion with a yearly decay of 2.5.

Forming Prussia as Teutonic Order


Execute decision.pngReform into Prussia


The territories 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
  • Prussia Prussia does not exist.

This country:

Allow
  • Prussia Prussia does not exist.
  • Has an administrative technology of at least 10.
  • Is not a subject nation.
  • Is not at war.
  • Is not a nomad nation.
  • Is either Protestantism Protestant or Reformed.png Reformed.
  • Owns core Province icon.png provinces
    • Königsberg (41)
    • Warmia (42)
    • Danzig (43)

Effects
  • Change country to Prussia Prussia
  • Change Culture icon.png primary culture to Prussian
  • Change national ideas to Prussian ideas.
  • If Duchy rank duchy, set government rank to Kingdom rank kingdom
  • Gain a permanent claim on all not owned provinces of the Province icon.png West and East Prussian areas.
  • Gain Prestige.png25 prestige
  • Change Culture icon.png culture to Prussian in:
    • Capital.png Capital
    • Random owned province with A Pomeranian or Saxon culture
  • Gain “Increased Centralization” modifier for 10 years:
    • -0.05 Autonomy.png Monthly autonomy change
    • +1 National unrest.png National unrest
  • If a member of the HRE and not an elector, all own provinces are removed from the HRE.

Forming Prussia as other countries

Missions[edit]

Main article: Prussian missions


Events[edit]

Main article: Brandenburg-Prussian events

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

Strategy[edit]

Ideas[edit]

To become Prussia in EU4, the forming nation is required to be Protestant or Reformed country. For this reason the religious ideas groups will be quite useful not only for converting provinces to the new faith, but also the deus vault CB will be very useful; having a free casus belli with all neighboring catholic nations. Usually this include minor HRE states, Poland, Bohemia, Denmark, Lithuania, and many others. The strong Prussian military ideas encourage military expansion.

The other idea groups recommended are the military idea groups (Assuming the player chooses not to explore the Americas or Asia), although staying up to date with military tech is usually more important. With the quality, offensive, quantity, and defensive ideas all strong options. Diplomacy or influence ideas group help to prevent coalitions, by assisting in improving relations and reducing aggressive expansion, as well as increasing diplomatic reputation, which will prove invaluable should becoming the Emperor be a goal.

Prussia is all about being a small empire that makes up for it with its rich provinces and disciplined army. Prussia can be challenging to form but once formed is a nation with amazing potential and amazing armies and provinces (although it suffers from a lack of manpower). This can be combated with mercenary related ideas, especially those relating to mercenary costs.

Diplomacy[edit]

Prussia is strong, but it is not invincible, particularly in the early game. Success will require effective allies. Austria is very reliable if they turn Protestant and if they are no longer the emperor, although this is relatively rare. If not, Austria becomes is likely to be one of the largest threats. If possible, maintain good relations with Austria until joining the Protestant League. Relations with Austria will immediately crumble once religious leagues form, so it is advised to not renew your Royal Marriage around when these leagues form.

France can be persuaded to be an ally if done correctly. They are the European powerhouse if all goes well with them, and it is generally wise to stay on their good side, even if not direct allies. Careful selection of mutual rivals, can help to ensure them as allies. France can be a very powerful tool against Austria at the expense of letting France keep and continue to dominate the western HRE provinces.

Poland-Lithuania or Poland and Lithuania will most likely be strong allies at first to help invade and ward off invaders, but after forming Prussia or right from the start as Teutonic Order are likely to seek conflict.

Russia is a another significant potential ally; if Lithuania or Poland or both become hostile towards you, an alliance with Russia can prove to be very helpful. As always, setting mutual rivals, and improving relations, will help ensure the viability of an alliance. Such an alliance would also allow taking the war to Poland-Lithuania, and partitioning them between Prussia and Russia.

Sweden is not recommended because they can usually do very little to aid Prussia's struggles except by sea. Plus, they have Russia and Denmark to deal with. Remember though that diplomacy and the balance of power can change in every gaming encounter, so play smart and don't have a rigid tactic. Sweden often turns Protestant and can play a good role in the League wars as they did in real life, but they also rival Brandenburg/Prussia frequently.

Country guides
Central African technology group Central African.png Mutapa.png MutapaKongo.png Kongo
East African technology group East African.png Kilwa.png Kilwa
Muslim technology group Muslim.png The Mamluks.png MamluksTunis.png Tunis
West African technology group West African.png Mali.png Mali Mossi.png Mossi
Eastern technology group Eastern.png Jerusalem.png Jerusalem
Muslim technology group Muslim.png Arabia.png Arabia Hejaz.png Hejaz Khiva.png Khiva Mughals.png Mughals Oman.png Oman Persia.png Persia Shammar.png Shammar
Indian technology group Indian.png Assam.png Assam Bahmanis.png Bahmanis Bengal.png Bengal Ceylon.png Ceylon Gujarat.png Gujarat Jaunpur.png Jaunpur Orissa.png Orissa Vijayanagar.png Vijayanagar
Chinese technology group Chinese.png Bali.png Bali Brunei.png Brunei Dai Viet.png Dai Viet Japan.png Japan Khmer.png Khmer Korea.png Korea Lan Xang.png Lan Xang Majapahit.png Majapahit Malaya.png Malaya Pagarruyung.png Pagarruyung Pasai.png Pasai Qing.png Qing Sulu.png Sulu Sunda.png Sunda
Nomadic technology group Nomadic.png Jianzhou.png Jianzhou Manchu.png Manchu Timurids.png Timurids Uzbek.png Uzbek
Western technology group Western.png
Mesoamerican technology group Mesoamerican.png Aztec.png Aztec Maya.png Maya
North American technology group North American.png Cherokee.png Cherokee Creek.png Creek Huron.png Huron Iroquois.png Iroquois Pueblo.png Pueblo
Andean technology group Andean.png Cusco.png Cusco Muisca.png Muisca
South American technology group South American.png Charrua.png Charrua Guarani.png Guarani Mapuche.png Mapuche