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Ajam

Duchy rankAjam
Ajam.png
Primary culture
Persian (Iranian)

Capital province
Qom (1816)

Government
IqtaGovernment monarchy.png

State religion
SunniSunni.png

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.

Contents

DecisionsEdit

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.


 Form 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:

Allow

  Mughals does not exist
The country:


Effects

 Form 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

Effects
id

 Reform 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

  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.
Allow

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 DLC is active and there is an Emperor of China:

else if   Common Sense DLC is active:

  • the country must be an   empire.

else:

  • the country must have 1000 development

Effects

If Beijing (1816):

then

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

Beijing (1816):

  • becomes the capital of the country.
  • gains  1 base tax,  1 production, and  1 manpower.
  • is renamed to Khanbaliq.
  • has its capital renamed to Khanbaliq.

The country:

If   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.


StrategyEdit

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.


Country guides

Eastern technology group     Jerusalem
Muslim technology group     Arabia   Ardabil   Hisn Kayfa   Oman
Indian technology group     Assam   Bahmanis   Bengal   Orissa
Chinese technology group     Bali   Brunei   Dai Viet   Japan   Khmer   Korea   Majapahit   Malaya   Pagarruyung   Pasai   Sunda
Nomadic technology group     Jianzhou   Timurids   Uzbek

Central African technology group     Kuba  Mutapa
East African technology group     Ethiopia  Mogadishu
Muslim technology group     Mamluks  Morocco  Tlemcen  Tunis
West African technology group     Air  Mali

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

Andean technology group     Chachapoya   Cusco   Muisca
South American technology group     Mapuche

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