Prussia

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.12.

Duchy rankPrussia
Prussia.png
Primary culture
Prussian (Germanic)

Capital province
Königsberg (41)

Government
Feudal MonarchyGovernment monarchy.png

State religion
CatholicCatholic.png

Technology group
WesternWestern technology group
Ideas and traditions
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 her, 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 Pommerian 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
  • Country is Brandenburg Brandenburg
  • Prussia does not exist
  • Any of the following
    • Is not AI
    • Protestantism Protestant is enabled
    • Reformed.png Reformed is enabled
Allow
  • Administrative tech.png Administrative technology is at least 10
  • Any of the following
    • Religion is Protestantism Protestant
    • Religion is Reformed.png Reformed
  • Owns Königsberg
  • Any of the following
    • Owns Danzig
    • Owns Stolp
  • Is not at war

Effects
  • Change country to Prussia Prussia
  • Random owned province
    • Limited by
      • Primary culture is Pomeranian
      • Primary culture is Saxon
      • Primary culture is Prussian
    • Add Tax Base Icon.png1 base tax
  • Add 'Increased Centralization' country modifier
    • Autonomy.png−0.05 Monthly autonomy change
    • National unrest.png+1 National unrest
  • Add Prestige.png5 Prestige
  • Change Government Rank to Kingdom, if currently Duchy.
  • If HRE member and not elector, leave the empire.
  • Change Culture icon.png primary culture to Prussian
  • Prussia
    • Adds claim on Tuchel
    • Adds claim on Kulm
    • Adds claim on Marienberg
    • Adds claim on Osterode
    • Adds claim on Ortelsburg
    • Adds claim on Memel
    • Random owned province
      • Limited by
        • Is not capital
        • Any of the following
          • Culture is Saxon
          • Culture is Pomeranian
        • Changes culture to Prussian
  • Capital changes culture to Prussian

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
  • Country is the Teutonic Order Teutonic Order
  • Prussia does not exist
  • Any of the following
    • Is not AI
    • Protestantism Protestant is enabled
    • Reformed.png Reformed is enabled
  • Is not colonial nation
  • Any of the following
    • Is not former colonial nation
    • All of the following
      • Is former colonial nation
      • Is not AI
Allow
  • Administrative tech.png Administrative technology is at least 10
  • Any of the following
    • Religion is Protestantism Protestant
    • Religion is Reformed.png Reformed
  • Owns Konigsberg
  • Is not at war
  • Is not subject

Effects
  • Change country to Prussia Prussia
  • Add 'Increased Centralization' country modifier
    • Autonomy.png−0.05 Monthly autonomy change
    • National unrest.png+1 National unrest
  • Add Prestige.png25 Prestige
  • Change Goverment Type Icon.png government to Feudal Monarchy
  • Prussia
    • Adds claim on Tuchel
    • Adds claim on Kulm
    • Adds claim on Marienberg
    • Adds claim on Osterode
    • Adds claim on Ortelsburg
    • Adds claim on Memel
  • Relocate capital to Ostpreussen
  • Change national idea group to Prussian

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 does not exist
  • Any of the following
    • Is not AI
    • Protestantism Protestant is enabled
    • Reformed.png Reformed is enabled
  • Any of the following
    • Primary culture is Pomeranian
    • Primary culture is Saxon
    • Primary culture is Prussian
  • Is not Germany
  • Is not Holy Roman Empire
  • Is not Brandenburg
  • Is not Teutonic Order
Allow
  • Administrative tech.png Administrative technology is at least 10
  • Is not at war
  • Is not subject
  • Any of the following
    • Religion is Protestantism Protestant
    • Religion is Reformed.png Reformed
  • Owns Danzig
  • Owns Ermland
  • Owns Konigsberg

Effects
  • Change country to Prussia Prussia
  • Add 'Increased Centralization' country modifier
    • Autonomy.png−0.05 Monthly autonomy change
    • National unrest.png+1 National unrest
  • Add Prestige.png25 Prestige
  • Change Government Rank to Kingdom
  • If HRE member and not elector, leave the empire.
  • Prussia
    • Adds claim on Tuchel
    • Adds claim on Kulm
    • Adds claim on Marienberg
    • Adds claim on Osterode
    • Adds claim on Ortelsburg
    • Adds claim on Memel
  • Change primary culture to Prussian
  • Change capital's culture to Prussian
  • Change national idea group to Prussian
  • Random owned province
    • Limited by
      • Is not capital
      • Any of the following
        • Culture is Saxon
        • Culture is Pomeranian
    • Change culture to Prussian

Forming Prussia as other countries

Missions[edit]

Main article: Prussian missions


Events[edit]

Main article: Brandenburg-Prussian events


Strategy[edit]

Ideas[edit]

To become Prussia in EU4, you will have to be a Protestant or Reformed country. For this reason alone, the 'religious' ideas groups will be quite useful. Note that once you are Protestant or Reformed, the majority of other central European countries (usually) remain catholic. With the religious idea groups you will gain free casus belli with all neighboring catholic nations. These include minor HRE states, Poland, Bohemia, Denmark, Lithuania, and many others. Being Prussia, it is also very likely you will expand militarily; you can control your diplomacy and coalitions against you by completing the religious idea group. A 50% boost in diplomatic relations can allow you to expand much faster, avoid coalitions, and keep your allies happy.

The other idea groups recommended are the military idea groups (Assuming the player chooses not to explore the Americas or Asia). Prussia's ideas are very militaristic, and this advantage can be capitalised on well by taking as many military ideas as you can. With the quality, offensive, quantity, and defensive ideas, your armies morale and discipline will be unbelievable. Your force limits and manpower modifier will also be huge (although not as big as a France, Russia or the Ottomans, supposing they are still Great Powers). It will give you military dominance over Central Europe and more. Along with the religious ideas, expand as fast and as safely as possible into the HRE, Poland, Lithuania, and Denmark.

The diplomacy or influence ideas group will also help you expand or fabricate and retain allies and good relations as well as reducing the frequency and power of any military coalitions formed against you.

Prussia is all about being a small empire that makes up for it with its rich provinces and disciplined army. Keep your allies in check, your armies disciplined, and play smart. Prussia can be challenging to form but once you get through it, you have a nation with amazing potential and amazing armies and provinces (although a lack of manpower). If you play smart, you can not only become a great blob but you can also dominate the HRE and the Protestant Leagues with your power.

Diplomacy[edit]

Prussia is strong, but it is not invincible, particularly in the early game. You must maintain your relations with your allies, just as you did as Brandenburg, the Teutonic Order, or whoever you formed Prussia as. Austria is very reliable IF they turn Protestant and IF they are no longer the emperor, which is immensely rare.. If not, Austria becomes your biggest threat as you will constantly get relation hits due to emperordom and religion. If possible, maintain good relations with Austria until you decide to join 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 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 you generally want to keep on their good side, even if not allies. Make your rivals similar to theirs; improve your relationship and have a royal marriage. As long as they don't view you as a rival it can be almost guaranteed that they will be your allies. France can be a very powerful tool against Austria at the expense of letting France keep and continue to dominate their HRE provinces.

Poland-Lithuania or Poland and Lithuania will most likely be strong allies at first to help invade and ward off invaders, but as you form Prussia or start as Teutonic Order, you will want to conquer their juicy provinces.

Russia is a giant that should be your friend. As Lithuania or Poland or both are usually hostile towards you, it is vital that Russia be your friend in case the 2 mentioned countries decide to attack you. It is usually very easy to befriend Russia since they are hostile to Lithuania as well. Claim rivals against the Poles and Russia will become a steadfast ally. Expansion north to make your Prussia more round will be heavily encouraged by the flood of Russian armies.

Sweden is not recommended because they can usually do very little to aid you in your 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.

Forming Prussia as the Teutonic Order[edit]

The Teutons are probably in the best position to form Prussia if the player so desires. Bordered by hostile states on all sides, the situation might look grim but with a few tricks the player can overcome the angry neighbours. One of the strongest opening moves in the game is to join the HRE. For this you will need to send diplomats from day 1 going to the emperor (Austria in 1444 and for much of the later times) improving relations/gifting 150-200ducats/getting an alliance/guaranteeing/offering military access or setting a common rival (usually Burgundy). After attaining +100 relations, the Teutonic Order can add provinces to the empire; however, it may be more advisable to only add its capital initially, if one wishes to form the HRE or prevent the Emperor from enacting reforms. Once membership of the HRE is attained, Poland (or Poland-Lithuania) becomes a much more manageable threat and are themselves going to seldom attack. Your brothers to the north-east, the Livonian Order, should be befriended and allied. It is also prudent to reject the Hungarian alliance proposal as four out of every five games they end up on the black list of the Holy Roman Emperor.

Early game is where the Teutonic Order shines. Some might argue that Brandenburg have a better start due to being an elector of the Empire, but the Teutonic Order starts with a nice 5% discipline so that your troops are virtually better than any of your surrounding neighbours. The 2nd idea is a welcomed 15% manpower recovery speed which is crucial, especially early in the game.

Your next move should be to vassalize Pomerania (your troops are better and you have the numerical advantage) and they rarely find a strong ally early. Vassalization of Brandenburg ought to come next but only if they don't have a huge ally (namely Poland or Austria). A Bohemian ally is manageable, though, as Austria will more than likely come to your aid and crush the Hussites.

In the middle game, Teutonic Order is still a fearsome power and has the easiest time transitioning from a Catholic state to a Protestant one due to its traditions and ideas (+1 missionary and 2% missionary strength). You should convert all provinces before switching to Prussia proper as they are quite lacking on the religious side. This transition is also very smooth, as by now most countries have a 5% discipline boost through their own ideas, but alas, nothing matches the 7.5% discipline of Prussia.

If Prussia is formed this way it has the benefit of being in the Empire and a strong contender to the imperial throne, and very easy expansion to Saxon/Hanoverian countries of which most are needed to form Germany. The late-game is up to the player, either go with history, form Germany and partition Poland, or aspire to the title of Emperor and unite the Germans this way (of course, you can form Germany then become Emperor).

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