Factions
16 factions are Germanic, holding 24 settlements at the start of the campaign (1.8% of the map).
The 16 factions
| Faction | Provinces at the start | Default belief | Faction | Provinces at the start | Default belief | Faction | Provinces at the start | Default belief |
|---|---|---|---|---|---|---|---|---|
| 5 | 3 | 3 | ||||||
| 2 | 1 | 1 | ||||||
| 1 | 1 | 1 | ||||||
| 1 | 1 | 1 | ||||||
| 1 | 1 | 1 | ||||||
| — |
What its factions believe
All 16 of its factions follow the same belief.
| Belief | Factions | Who | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 16 | Lugii, Chatti, Gauts, Chauci, Bastarnae, Cherusci, Cimbri, Frisii, Hermunduri, Langobardi, Marcomanni, Quadi, Semnones, Sugambri, Venedae, Germanics |
Buildings Germanic factions cannot build
Aqueduct (Sanitation), Healing Sanctuary (Healing), Paved Roads, Public Baths (Sanitation), Sewers (Sanitation), Stadion (Leisure).
Agents and forts
What it costs a Germanic faction to recruit an agent or put up a fort.
| Cost | Cost | Cost | Cost | ||||
|---|---|---|---|---|---|---|---|
| Spy | 800 dn | Assassin | 1,000 dn | Diplomat | 750 dn | Merchant | 750 dn |
| Admiral | 200 dn | Fort | 3,000 dn | Watchtower | 1,000 dn |
