The Gepids Gepids start out as a Germanic, Barbarian Tribe located in the the Slovakian region. The Gepids are playable from 2-576.

See also: Burgundy Burgundy, Venedi Venedi, Dacia Dacia, Iazyges Iazyges, Quadi Quadi, Vandals Vandals, Antes Antes


From 2 to 495, if the Rome Rome, West Rome West Rome, Byzantium Byzantium, or Gallia Gallia is collapsing, any barbarian tribe can auto-annex some occupied provinces given if you are at war with them. This is limited, you can only annex up to 4 times your country's Development development, invade wisely.


Starting as the Gepids Gepids is somewhat, mainly due to their difficult starting location. They start off with a lot of neighbors, for one. With Burgundy Burgundy and Venedi Venedi to the north, Dacia Dacia and Iazyges Iazyges to the south, Quadi Quadi and Vandals Vandals to the west, and Antes Antes to the east, you should start building your army from day 1.


The Goths Goths, Suebi Suebi, Lombardy Lombardy, and Marcomanni Marcomanni will make useful allies to counter any surprise attacks, and help you in annexing your hostile neighbors. Roman Empire Rome won't be an issue unless you make it one. You will want to avoid a direct border with the Roman Empire Romans until they start to collapse or until you have a strong enough army to attack them.


Expanding eastwards should be the easiest route in terms of avoiding a coalition. Most of the countries around you won't really care that much because of how far your expansion will be. The Antes Antes are the easiest target for your expansion. Their allies (if any) are usually a bit weak and nothing that will be too much for you to handle. Begin fabricating on them once you secure some alliances nearby. Once the Antes have been crushed, begin slowly expanding ito your neighbors, but once again, do not border Rome Rome directly until they begin to fall, because they can easily destroy your armies (and entire game) if you are not careful. Keep expanding east until you border and completely annex the Sarmatians Sarmatians. You will get lots of manpower and tax/trade income from it, as well as low AE.


Form Germany German NationEdit


  • Culture icon Primary culture is in the Germanic Culture Group except:
    • Dutch, Flemish, Anglo-Saxon, and Austrian
  • Is not:
  • Germany Germany does not exist
  • Administrative tech Administrative Technology at Least 20
  • Is not a Icon vassal subject nation
  • Is not a Government steppe horde nomad nation
  • Is not the HRE Icon Holy Roman Emperor
  • At Peace
  • Owns Core-creation cost Core Province: Mecklenburg, Brandenburg, Altmark, Lüneburg, Brunswick, Anhalt, Saxony, Leipzig, Thüringen, Nürnberg and Alsace or Königsberg

Upon Enactment:

  • Country changes to Germany Germany
  • GainPrestige25 Prestige
  • Gain a Cost to fabricate claims permanent claim on the German Region
  • Set government rank to Empire Empire.
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Reform Government Edit


  • At peace
  • IconPowerAdministrative Administrative Power of at least 100
  • One of the following must be true:
    • is in the Catholicism Christian religious group
    • is in the Sunni Islam Muslim religious group
    • is Religion judaism Jewish
    • is Religion zoroastrianism Zoroastrian

Upon Enactment:

  • Lose IconPowerAdministrative 100 Administrative Power
  • Lose Icon stability 1 Stability
  • Type of Government Changed to Government monarchy Salic Monarchy

Tech Reform Edit


  • At peace
  • Administrative tech Administrative Technology of at least 19
  • IconPowerAdministrative Administrative Power of at least 100
  • Do not have: Government tribal Barbarian Tribe, Tribal Despotism, Tribal Democracy, Tribal Federation

Upon Enactment:

  • Lose IconPowerAdministrative 100 Administrative Power
  • Lose Icon stability 1 Stability
  • Tech Group is changed to Western Western
  • Unit Types change to Western Western

Gepid Ideas and TraditionsEdit


  1. -10% Land Attrition
  2. +10% Morale of Armies


  1. Shadowy People: +25% Spy Network Construction
  2. Gothic Origins: -25% Core-Creation Cost
  3. Rugged Mountains and Dense Forests: +1 Attrition for Enemies
  4. Gifts from Rome: +10% National Tax Modifier
  5. Rulers of Dacia: +1 Yearly Legitimacy
  6. Tribal Coalitions: +20% National Manpower Modifier
  7. Fruitful Meadows: +20% Manpower Recovery Speed


  1. +1 Yearly Prestige