I find it quite amusing that a political question of the 19th century can be so mirrored in discussion about a video game that captures the same time period partly.
The Germans have been a hot topic on the forums and elsewhere for quite a while. With some people asking for a Prussian civ, others for Austrians and others for the Germans to be just left alone. But no matter if you think the Germans are basically Prussia or if you think it’s obviously Austria or the Holy Roman Empire. If we’re honest with ourselves it’s kind of all of these things in one big umbrella civilization. You might ask for a split of this civ, but realistically speaking you know as well as I that that is not in the cards in the foreseeable future.
How then to solve this German question?
Here come the knights of the Mediterranean with a slew of German royal houses, with brand new native German soldiers. And thanks to a certain Inca card, we now have a plausible solution for the problem (at least I think so?). Best of all, it leaves the rest of the Germans entirely intact. Not a single change needed in them for this idea. What’s the idea? A single card:
Age III or IV card:
Imperial Election, cast the deciding vote in which House gains control over the German lands.
Ships an embassy wagon (+1build limit optional) and allows you to ally with one of the following:
House of Habsburg
House of Wittelsbach
House of Hannover
House of Wettin
House of Hohenzollern (see below)
This allows the building of the associated units in the embassy and allows for the research of 2 of their techs (not the big button ofc). Flag change optional but would be sweet eye candy.
Hohenzollern is sadly missing from the expansion, but can be easily implemented. I had a quick idea but there are probably others and mayhaps better ideas:
House of Hohenzollern:
Unlocks Prussian Musketeers(RG musk) and Giant Grenadiers in the embassy. Unlike the other 4 options these are not natives but take population as normal, but in return have no build limit.
Comes with 2 techs that are basically just +15atk/+15hp techs for these 2 units (I’m boring sorry).
What do you think? Im sorry if it’s a bad idea but these new natives got me really excited.
Also Wallenstein’s contracts needs a rework…