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Tinto Flavour #16 - 9th of May 2025 - Brandenburg & Prussia

Hello and welcome one more week to Tinto Flavour, the happy Fridays in which we take a look at the content of the super secret Project Caesar Europa Universalis V!

Today we will be talking about Brandenburg, and the main tag that it can form, Prussia. Therefore, today is even more special for two reasons. The first is that this is the first country that we talk about in which the content for the base country and the formable is aligned, as it was the historical result; in this category we have a few more important countries, such as England/Great Britain or Castile/Spain, of which we’ll talk more about in future TFs. The second is because we considered Brandenburg/Prussia one of the relevant tags in the period, and thus, it has more baseline content than the previous one; so far, we’ve only taken a look previously to one tag of that category, the Timurids (and you may have noticed that it was a long and meaty TF).

Let’s start now taking a look at the content, then:

The Electorate of Brandenburg was established as the Northern March in the Slavic Wends' territory. The region features loamy uplands and depressions with rivers and lakes, pine trees and heat, and a soil which is predominantly dry and sandy, but suitable for agriculture, making it to be called 'the sandbox of the Holy Roman Empire'.\n\nIn 1157, after claiming these lands from Jaxa of Köpenick, Elector Albrecht ‘the Bear’ Askanier officially became [GetCountry('BRA').GetGovernment.GetRulerTitle]. Initially limited to Havelland and Zauche, he encouraged the #italic Ostsiedlung#!'s process towards the Neumark east of the Oder, gradually incorporating it into his possessions, and colonists coming from Flanders and the Rhineland were invited to settle, fortifying their towns in the process. After his death in 1170, the Askanier dynasty continued this expansion for over 150 years, acquiring neighboring regions like the Oder Lagoon and the Uckermark, which expanded their influence to the Baltic Sea, but also led to conflicts with Denmark. However, the last Askanier, Elector Heinrich II., died without a direct heir in 1320.

Now, the von Wittelsbach dynasty has arrived, but the lack of interest in ruling over these lands casts a shadow over the future of the Electorate of Brandenburg.

Country Selection.png

As usual, consider all UI, 2D and 3D art WIP.

The starting situation of Brandenburg:
Brandenburg2.png

Brandenburg1.png

Brandenburg3.png

We are not attached to just showing the flatmap mode anymore! Yay!

It starts with a similar content setup to that of Saxony, which we showed some weeks ago:
Margraviate.jpg

Right to Inherit.jpg

Magdeburg Rights.jpg

Bergordnung.jpg

Here are some of the unique advances of both Brandenburg and Prussia:
Expansive Policies.png

Soldiers of Fortune.png

Found the Kammergericht.png

Geheimer Rat.png

Army Professionalism.png

The Goose Step.png

Brandenburg & Prussia might have some military-related advances, yeah… But take into account that this approx. half of the amount available, so there are non-military-related ones.

Let’s now take a look at the narrative content, which is quite meaty. This is one of the first starting events for Brandenburg:
Succession Issues1.png

Succession Issues2.png

Succession Issues3.png

Slightly painful…

As you see, there are around 30 events that may be triggered after this, of varied topics, that impact the governance of Brandenburg in the first decades of the game. One of the most interesting ones are those related to the ‘False Waldemar’ event chain:
False Waldemar.png

I don’t think you should trust a guy that looks that way…

After the year 1500, if certain triggers are met, you might receive an event regarding this Teutonic Order, which may lead to the formation of Prussia:
Teutonic Order.png

Although you can also form it organically, by expanding into the area (although the Emperor may have a say in this, as historically happened):
Form Prussia.png

A Prussian Crown.png

Compromise.png

Electorate of Prussia.png

Preussen Blau.png

This is a lovely color, isn’t it?

You may now figure that Prussia is a country with much more content in the late game, so I’m just going to show you some of it; but take into consideration that of the following events, the first one can trigger after 1530, the second after 1637, and the others in different dates after 1700:
Kreditwerk.png

Kreditwerk2.png


Pietism.png

Pietism2.png


Canton System.png

Canton System2.png


Kant.png


Clausewitz.png

Clausewitz2.png

Did you know that the Engine we use is named after him?

And some other content that you might get in the last two ages, as well:
Soldier King of Prussia1.png

Prussian Monarchy.png


Sanssouci.png

And that’s all for today! It was an intense week! And the next one, even more, since we will start publishing a second Tinto Flavour on Tuesdays! Therefore, the schedule will be the following:
  • Monday -> Tinto Maps Feedback for Great Britain & Ireland
  • Tuesday -> Tinto Flavour about Vijayanagar and other ‘minor’ Indian countries
  • Wednesday -> Tinto Talks about Hinduism, Jainism and Sikhism
  • Friday -> Tinto Flavour about Delhi
Cheers!
 
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When watching ThePlaymaker’s Brandenburg-Prussia video I noticed that at one point he changed primary culture from Markish to Brandenburgish.
Are you determined to keep both cultures? There have been several posts in the feedback thread explaining that this split makes no sense.

Markish is named after the Mark Brandenburg, Brandenburgish is named after the Mark Brandenburg. It’s literally the same culture.

The only difference is a modern linguistic detail: Brandenburgish refers to the parts of the Markish dialect inside modern Brandenburg, but there are also Markisch speakers in Altmark (in modern Saxony-Anhalt). I don’t see a reason for why the game should make this distinction because it’s based on modern political borders.
But what makes this even worse is that the current distribution of Markish and Brandenburgish in the game is the exact opposite of this modern distinction - Altmark is completely Brandenburgish but Brandenburg is Markish. It just doesn’t make any sense.

It’s also worth noting that the Markish culture is very new in 1337, it emerged from a large variety of cultures/languages that was spoken by 12th/13th century settlers which mostly came from the lands to the west - Angria, Westphalia and Flanders.
There is no reason to bring modern linguistic distinctions into this.

Source (in German): https://brandenburgikon.net/index.php/de/sachlexikon/sprachlandschaft
 
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Is there a difference in in-game architecture between northern Europe and the Mediterranean?
Not yet, there's currently a common 'European' graphical culture. But we want to add more graphical cultures, eventually, for a better immersion.
 
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View attachment 1294048
As usual, consider all UI, 2D and 3D art WIP.
I'm noticing for the first time that you've got Judaism as just "Judaism" rather than something more specific like Rabbinic Judaism. Are there any plans to portray different Jewish movements, such as Haymanot Judaism? It seems like exclusionary naming if you have Judaism and Haymanot, as if the latter is not part of the former, despite the differences between different groups.
 
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Ok so quite unrelated but do you check the feedback we have from watching the YouTubers' streams about the game as well? Also the right to inherit doesn't mention the effect of the succession law
 
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Brandenburg's capital wasn't Potsdam in 1337, it was Brandenburg an der Havel, also will there be an event for moving it into Berlin?
The rest looks good though
 
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Why does Brandenburg get cb fabrication speed?
1746796033624.png

This is what it looked like after the Peace of Westphalia, more than 300 years after the start of the game. Very similar borders, except for the acquisition of Pomerania which was partitioned with Sweden, who also claimed the throne of the extinct dynasty.

Is this enough historical expansion to justify this modifier from the Age of Traditions?
 
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In one of the videos Prussia was formed easily way too early. How are you going to address this?
Since we don't use the system 'Admin Tech = 10/20/etc' as EU4, the only way to gatelocking this effectively would be to add an 'Is Age of Absolutism' requisite, which we think would feel arbitrary and opposite to dynamic content. But we're open to suggestions on how to improve the immersion about this, as usual.
 
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