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Duchy rankAjam
Primary culture
Persian (Iranian)

Capital province
Qom (1816)

Iqta Government monarchy.png

State religion

Technology group
MuslimMuslim technology group
Ajami ideas
Traditions.png Traditions:
+10% Production efficiency
+1 Diplomat

Fort defense.png Jibal

+20% Fort defense

Tolerance heretic.png In Honor of Ali

+3 Tolerance of heretics

Morale of armies.png Legacy of the Ilkhans

+10% Morale of armies

Diplomatic reputation.png Persian Language and Court Culture

+1 Diplomatic reputation
−25% Envoy travel time

National manpower modifier.png Tribes of Iraq-e Ajam

+10% National manpower modifier
−10% Fort maintenance

Yearly corruption.png Reform the Diwan

−0.10 Yearly corruption

Liberty desire in subjects.png Shahanshah

−10% Liberty desire in subjects

Idea bonus.png Ambition:

+1 Diplomatic relation

Ajam is an independent country in western Asia. They are threatened on the west by Flag of Qara Qoyunlu Qara Qoyunlu and border Timur's crumbling empire centered on the Flag of Timurids Timurids to the east. They have the vassals Flag of Luristan Luristan and Flag of Ardalan Ardalan at the game start. Historically, Ajam was no more than a rebellious rump state of the Timurids which was then invaded by Qara Qoyunlu. The nation was gone within the first ruler's lifetime. Ajam starts as Sunni and follows the Hanafi school Hanafi school.


Strategy The below is one of many player suggested strategies for Ajam. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

The best starting nation to form Persia with if you're starting in 1444 is Ajam. That's the goal early on. The first thing to do is bringing all your troops to the Timurid Border. Recruit to force limit, as finances will not be a problem. Immediately convert to Shia via decision, and start converting Kirmanshah from Sunni. Get good advisors, but not ones that would put your monthly balance in the red. Support the independence of Transoxiana. For an ally, Aq Qoyunlu is the best option, as they will also help you in your wars with Qara Qoyunlu. Whether the Timurid's vassals revolt, or they attack you, it will happen very early in the game. Make sure you're not caught off guard. After this first war, the Timurids will be left significantly weaker, and can easily be defeated in future wars. Manpower should not be a problem, but if it is, give nobles privileges in exchange for manpower bonuses. Try not to let Transoxiana take Timurid provinces to their south, because it will lead to conflict with them later. Take Fars's provinces first, as they match your culture, and offer access into the Persian Gulf. Also make sure to take Yazd, as the province is absolutely required to form Persia. Looking West, the main enemy is Qara Qoyunlu. With the help of Aq Qoyunlu, and Shirvan, you should be able to defeat them. In a couple of wars, take as much provinces as you can, prioritizing going north into Azerbaijan. Once the province of Tabriz has been cored, you will be able to form Persia. Also, don't forget to integrate your two vassals, Ardalan and Luristan. After these two have been defeated, and Persia has been formed, you can start to consolidate the region. Mazandaran is a vital region, as the region's Trade node is there and the province of Amol is very high in development. (It is also a required province for Persia, but that is only if you did not take the Timurid alternative.) Make sure Afghanistan is defeated as early as possible and Herat taken. If they are left alone, they will grow and be quite powerful. After you have taken care of the minors in the area, you can expand in many directions. Expanding into Afghanistan and Baluchistan have the benefit of having Iranian Cultures. You can expand into the Caucasus and either vassalize the Christians, or annex them to strengthen the Dhimmi estate. Make sure you expand north before Russia gets there. Expanding West though, is most fun. You can play the Ottomans and Mamluks against each other in their battle for Syria, while you bite off chunks of Mesopotamia. Many of these provinces have Kurdish Culture, but for the Arab provinces, you can convert them to any of the Iranian cultures. If the Mamluks end up winning over the Ottomans, a good late game ally is Spain, since they often rival the Mamluks.

Formation goals[edit]

Ajam has a number of countries it can form as it is Persian culture and has a Timurid leader. If you have formed the Timurids you may also form Yuan as your primary culture switches to Uzbek upon forming the Timurids. [1] You can also easily form Persia if you can defeat the Timurids in a war. Finally, you can form the Mughals if you can take Delhi. Of these nations, Persia is by far the easiest to form, while the Mughals are the best nation to form in most situations due to their powerful ideas and amazing government bonuses(requires Dharma DLC), although forming them will take a lot longer than forming Persia. Yuan has some of the best national ideas in the game, although in order to form them you need to form the Timurids requiring you to enthrone a Timurid prince, defeat the Ming, and take the Mandate of Heaven. This makes forming the Yuan extremely time-consuming and difficult, so it is not recommended in most scenarios.


Execute decision.pngForm Mughal Empire

$MONARCH$ has begun to lay the foundation of his new empire. Although inferior in numbers, his well-disciplined troops have managed to achieve several decisive victories against the Sultans of India. The battle of $CAPITAL$ became the first great victory in a series of territorial expansions and, with time, the empire of the Mughals could stretch over the larger part of the Indian plateau.

Potential requirements

The country:


Flag of Mughals Mughals does not exist
The country:


Execute decision.pngForm Persian Nation

At the mere age of 15, monarch has taken his father's position as head of the Shiite Turkmen tribe. He has quickly established a base of power in the northwest and proclaimed himself Shah of Iran. Several of the neighboring regions have been conquered and the possibility of a resurrected Iranian nation doesn't seem so absent anymore.

Potential requirements Allow


Execute decision.pngReform Great Yuan

The heirs of Kublai Khan once ruled over all Chinese and Mongol lands. Let us rise to reclaim the legacy of the old Yuan and crush the weaker lineages that have attempted to claim the Empire that is our birthright!
Potential requirements

Flag of Yuan Yuan does not exist.
The country:

If the country is AI-controlled, then:

  • it can not be a custom nation.
  • it can not be a former colonial nation.
  • it must own at least 8 cities.

The country:

  • is not at war.
  • is not a subject nation other than a tributary state.
  • has a stability of at least 2.
  • owns its core provinces Xilin Gol (723), Beijing (1816), Qaraqorum (2190), and Xuanhua (2136).
  • owns or has a non-tributary subject own all provinces of Mongol, Korchin, Khalkha, and Oirat culture.

If Mandate of Heaven.png Mandate of Heaven DLC is active and there is an Emperor of China:

else if Common Sense.png Common Sense DLC is active:

  • the country must be an Empire rank empire.


  • the country must have 1000 development


If Beijing (1816):


  • Beijing (1816) leaves the HRE.
  • the emperor of the HRE:
    • loses Imperial authority.png1 imperial authority.
    • gets the opinion modifier “Removed provinces from the Empire” towards the country, worth Opinion.png−50 opinion with a yearly decay of 1.

Beijing (1816):

  • becomes the capital of the country.
  • gains Base tax.png1 base tax, Production.png1 production, and Manpower.png1 manpower.
  • is renamed to Khanbaliq.
  • has its capital renamed to Khanbaliq.

The country:

If Flag of Yuan Yuan:

Xilin Gol (723):

  • is renamed to Xanadu.
  • has its capital renamed to Xanadu.

Xuanhua (2136):

  • is renamed to Zhongdu.
  • has its capital renamed to Zhongdu.

Execute decision.pngClaim Timur's Legacy

As the descendant of Timur Lenk, the great conqueror of Iran, Transoxiana and Khorasan, it is our duty to reclaim his legacy. With the traditional Timurid Strongholds under our control we can at last proclaim ourselves the head of Timur's dynasty, and the leader of all of the Ghurkani princes.

Potential requirements
  • Playing with normal or historical nations.
  • This decision was not enacted before.
  • The country:
  • If the country is AI-controlled, then:
    • it is not a custom nation.
    • it is not a former colonial nation
  • Flag of Timurids Timurids do not exist.
  • The country:
    • is not a subject nation other than a tributary state.
    • is not at war.
    • owns and cores the provinces Samarkand and Herat.
    • owns and cores all of either one of the following sets of provinces:
      • Isfahan, Qom, and Shiraz.
      • Kabul, Merv, and Teheran.

  • The country:
    • moves its capital to Samarkand.
    • becomes Flag of Timurids Timurids.
    • gets new missions.
    • leaves the Holy Roman Empire, unless it is an elector or the Emperor.
    • changes government rank to Empire rank Empire.
    • gains Yearly prestige.png 25 prestige
    • gets country modifier “Increased Centralization” for 10 years, giving the following effects:
      • Autonomy.png −0.05 Monthly autonomy change
      • National unrest.png +1 National unrest
    • changes its primary culture to Uzbek.
    • gains a permanent claim on all unowned, non-core provinces in the Persia and Khorasan regions.
    • gains a permanent claim on all unowned, non-core provinces in the following areas: Transoxiana, Arys, Transcaspia, Khiva, Ferghana, Khuttalan, Basra, Iraq Arabi, Al Jazira, Armenia, Kurdistan, and Erzurum.
    • gets country event “New Traditions & Ambitions”, unless it has custom ideas.
Country guides

Eastern technology group Eastern.png Jerusalem.png Jerusalem Kharabakh.png Kharabakh
Muslim technology group Muslim.png Afghanistan.png Afghanistan Ajam.png Ajam Arabia.png Arabia Ardabil.png Ardabil Hisn Kayfa.png Hisn Kayfa Hormuz.png Hormuz Oman.png Oman Mushasha.png Mushasha Timurids.png Timurids Qara Qoyunlu.png Qara Qoyunlu
Indian technology group Indian.png Assam.png Assam Bahmanis.png Bahmanis Bengal.png Bengal Orissa.png Orissa
Chinese technology group Chinese.png Bali.png Bali Brunei.png Brunei Dai Viet.png Dai Viet Japan.png Japan Khmer.png Khmer Korea.png Korea Majapahit.png Majapahit Malaya.png Malaya Pagarruyung.png Pagarruyung Pasai.png Pasai Sunda.png Sunda
Nomadic technology group Nomadic.png Jianzhou.png Jianzhou Uzbek.png Uzbek Mongolia.png Mongolia

Central African technology group Central African.png Kuba.png KubaMutapa.png Mutapa
East African technology group East African.png Ethiopia.png EthiopiaMogadishu.png Mogadishu
Muslim technology group Muslim.png The Mamluks.png MamluksMorocco.png MoroccoTlemcen.png TlemcenTunis.png Tunis
West African technology group West African.png Air.png AirMali.png Mali

Western technology group Western.png United States.png United States
Mesoamerican technology group Mesoamerican.png Maya.png Maya
North American technology group North American.png Caddo.png Caddo Cherokee.png Cherokee Iroquois.png Iroquois

Andean technology group Andean.png Chachapoya.png Chachapoya Cusco.png Cusco Muisca.png Muisca
South American technology group South American.png Mapuche.png Mapuche

  1. For the script code of the decision see in /Europa Universalis IV/decisions/YuanNation.txt.