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2026-05-19Add Greater Germany V3 profile: 470-year merchant republic, boring superpowerhaoyuren
The anti-Prussia: no king, no militarism, no Junkers — 470 years of merchant governance Political system: Federal merchant republic (Bundestag + elected Chancellor) - Oldest federation in the world, deeply institutionalized - Hanseatic cities dominate through commercial voting weight - No monarch (monarchy question dead after ~250 years of republic working) - Member states with enormous autonomy (religion, law, education, taxation) Core weakness: Tier 1 economy with Tier 2 military - Merchant culture → military not prestigious, doctrine stale, officer corps uninspired - Military modernization is THE most urgent journal entry - "Trade Is Our Sword" works until someone brings actual swords Merchant patriciate: ~50-100 families, 400 years of wealth accumulation - Not nobles by title but functionally oligarchic - Workers' movement: world's OLDEST (470yr industrial working class) - Already has some welfare/insurance (merchants learned: prevent revolution) - Core political tension: merchant suffrage vs universal suffrage 5 gameplay pillars: 1. Military modernization (urgent, resisted by commercial culture) 2. Workers' rights (gradual reform vs conservative resistance) 3. North-South balance (Hanseatic Protestant vs Catholic Alpine) 4. Colonial companies (chartered firm management vs nationalization) 5. Polish puppet (Germanize vs propaganda tool vs autonomy) Flavor: "The Boring Superpower" — too stable for drama, plays like management sim Colonies: chartered trading companies (West Africa, Caribbean, Central America) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>