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This article may contain outdated information that is inaccurate for the current version of the game.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 1.5.

Prussia
Prussia.png
Primary culture
Prussian (Germanic)

Capital province
Ostpreussen (41), Brandenburg (50)

Government
Feudal MonarchyGovernment monarchy.png

State religion
ProtestantProtestant.png

Tech group
WesternWestern.png
Ideas and traditions

Traditions.png Traditions:

+0.5 Yearly army tradition
-10% Aggressive expansion impact

Global tax modifier.png Found the Kammergericht

+10% National tax modifier

Stability cost modifier.png Divide the Estates

-10% Stability cost modifier

Land morale.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

Global manpower modifier.png Regimental Cantons

+25% National manpower modifier
-10% Recruitment time

Production efficiency.png Religious Toleration

+5% Production efficiency
+1 Tolerance of heretics

Idea bonus.png Bonus:

+7.5% Discipline

Prussia (German: Preu├čen) 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.

Formation requirements[edit]

[BRA] - unique requirements for Brandenburg
[TEU] - unique requirements for Teutonic Order
[GE] - unique requirements for all countries other than Brandenburg and Teutonic Order

Owned provinces[edit]

  • Ostpreussen
  • Danzig or Hinterpommern[BRA]
  • Danzig and Warmia[GE]

Additional[edit]

Effects[edit]

  • Prussia:
    • Adds core on Ostpreussen
    • Adds core on Warmia
    • Adds core on Danzig
    • Adds core on Memel
    • Adds core on Kurland
    • Adds core on Samogitia
  • Adds the modifier "Increased Centralization" for 10 years:
    • +10% global tax modifier
    • +1 revolt risk
  • Gives 5 prestige[BRA]
  • Gives 25 prestige[TEU][GE]
  • Changes country to Prussia
  • Government becomes Feudal Monarchy[TEU]
  • Change the primary culture to Prussian[BRA][GE]
  • Capital becomes Ostpreussen[TEU]
  • Capital:
    • Changes culture to Prussian[BRA][GE]
  • Random owned province:
    • Limited to:
      • Province is not the capital of the country
      • Any of the following:
        • Culture is Saxon
        • Culture is Pomeranian
    • Changes culture to Prussian[BRA][GE]
  • Random owned province:
    • Limited to:
      • Any of the following:
        • Culture is Saxon
        • Culture is Pomeranian
        • Culture is Prussian
    • Gain 1 base tax[BRA]
  • Switch to new country's idea group

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 ideas group can also prove invaluable if you decide to expand militarily but decide to vassalise instead of annexing territories (in order to limit overextension, aggressive expansion and coring costs). Even if you do not, the +1 diplomatic relations will be useful since you are in a central European position where well-managed relations with other countries are crucial and unavoidable. The -33% fabricate claims time boon will also prove invaluable since it will reduce the chances of discovery, thus reducing chances of aggressive expansion.

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. 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.

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.

Lithuania and Poland are fluid choices. You can either expand by taking their lands - you can ally with one of them and destroy the other, for instance - or you can ally with both (if you can, unlikely though) while you expand towards the Livonian Order, HRE or other European neighbours. Do as you please.

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 Ottomans and Russia will become a steadfast ally.

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.

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/getting an alliance/guaranteeing/offering military access and setting a common rival (usually Burgundy). 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 Teutonic Order shines. Some might argue that Brandenburg have a better start due to being an elector of the Empire, but monastic states traditions include a welcomed 20% manpower recovery speed which is crucial, especially early in the game. Further complementing this is the first idea which grants a nice 10% discipline bonus so that your troops are virtually better than any of your surrounding neighbours.

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. An added bonus or alternative is expansion into the Livonian Order and Riga, as they both share your culture (Prussian) and so add to your already strong grip on Baltic trade.

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 10% discipline boost through their own ideas, but alas, nothing matches the 20% discipline.

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).