
Originally Posted by
Omen
@Knul: Good to see you have a history of sneaky tactics. (Although I was partly pretending to be a viewer of the DD show)
Even the referee realizes the German team is the better team, as shown by the new handicaps. Still, despite the handcuffs Germany is growing impressively!
Hahaha, that's too much honour. Selling a province to gain a Western neighbour IMO is more a standard tactic than something clever I invented. I'm quite sure it's part of the toolbox of any veteran player.
Even with these handicaps, I fear that Germany will still be too powerful for the Final Battle to be interesting. Still, I don't want to handicap Germany to such a degree that its turns are uninteresting. A difficult balancing act.

Originally Posted by
Avindian
Is the new unification decision for Germany one of your own devising or one that was introduced in the last beta of DW? I've not played a German nation in a long time.
Good question. Let me make it very clear here: the unification decision presented here is modded by me. The Divine Wind German Unification Decision is as follows:
Code:
country_decisions = {
german_nation = {
potential = {
NOT = { exists = GER }
NOT = { tag = HRE }
OR = {
primary_culture = hannoverian
primary_culture = pommeranian
primary_culture = hessian
primary_culture = saxon
primary_culture = bavarian
primary_culture = prussian
primary_culture = rheinlaender
}
}
allow =
{
owns = 46 # Mecklenburg
owns = 50 # Brandenburg
owns = 52 # Altmark
owns = 53 # Lüneburg
owns = 57 # Hannover
owns = 58 # Anhalt
owns = 61 # Dresden
owns = 62 # Leipzig
owns = 63 # Erfurt
owns = 67 # Franken
is_core = 46 # Mecklenburg
is_core = 50 # Brandenburg
is_core = 52 # Altmark
is_core = 53 # Lüneburg
is_core = 57 # Hannover
is_core = 58 # Anhalt
is_core = 61 # Dresden
is_core = 62 # Leipzig
is_core = 63 # Erfurt
is_core = 67 # Franken
war = no
}
effect = {
GER = {
german_region = {
add_core = GER
base_tax = 1
}
}
centralization_decentralization = -2
merchants = 1
prestige = 0.20
change_tag = GER
}
ai_will_do = {
factor = 1
}
}
}
Basically, I have stripped all positive consequences from the decisions save the cores and tag change. Added are a massive stab hit, a big infamy hit, the decomposition of the HRE and the addition of the Deutsche Drohung modifier. Here's the code for my modded German Unification Decision:
Code:
country_decisions = {
german_nation = {
potential = {
NOT = { exists = GER }
NOT = { tag = HRE }
OR = {
primary_culture = hannoverian
primary_culture = pommeranian
primary_culture = hessian
primary_culture = saxon
primary_culture = bavarian
primary_culture = prussian
primary_culture = rheinlaender
}
}
allow =
{
owns = 46 # Mecklenburg
owns = 50 # Brandenburg
owns = 52 # Altmark
owns = 53 # Lüneburg
owns = 57 # Hannover
owns = 58 # Anhalt
owns = 61 # Dresden
owns = 62 # Leipzig
owns = 63 # Erfurt
owns = 67 # Franken
is_core = 46 # Mecklenburg
is_core = 50 # Brandenburg
is_core = 52 # Altmark
is_core = 53 # Lüneburg
is_core = 57 # Hannover
is_core = 58 # Anhalt
is_core = 61 # Dresden
is_core = 62 # Leipzig
is_core = 63 # Erfurt
is_core = 67 # Franken
stability = 3
war = no
}
effect = {
GER = {
german_region = {
add_core = GER
}
}
dismantle_hre = yes
badboy = 30
stability = -6
change_tag = GER
add_country_modifier = {
name = "deutsche_drohung"
duration = -1
}
}
ai_will_do = {
factor = 1
}
}
}