Algiers

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
Notes:
For countries in the Maghrebi culture group.
- −25% Naval attrition
- May raid coasts
- +25% Naval force limit modifier
- +1 Attrition for enemies
- +10% Trade efficiency
- +20% Caravan power
- +1 Yearly navy tradition
- +10% Privateer efficiency
- +10% Cavalry combat ability
- +10% Looting speed
- +1 Diplomatic relation
- +20% Galley combat ability
- +10% Global trade power
- For the area, see Algiers (area).
Algiers is a formable country in the Maghreb by any country with Algerian culture or with Berber culture and capital in Algiers, Hautes Plains, Ouled Nail, Kabylia or the North Sahara areas. In 1444, two countries can form Algiers: it's Mzab and
Touggourt. Algiers exists also if the campaign was started after 1517.
Formation[edit | edit source]
Form Algerian Nation
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
The central part of the Maghreb has always been subjected to the whims of more powerful states based in the east or west. We must not allow history to repeat itself. By seizing the great port of Al-Djazair as well as some of the other important coastal cities in the region we can lay the foundation of a strong united state with a maritime focus which will allow us to surpass our historical enemies in the east and west.
Potential requirements
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations |
Allow
|
Effects
The country:
If Mitidja (338) is part of the HRE, but its owner is not a member then:
Mitidja (338):
|
- AI will always take this decision.
- AI gives "high priority" (400) to this decision
Algiers can also be created as a March by the following event:
Hayreddin Barbarossa
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
The notorious pirate and admiral Hayreddin Barbarossa has arrived in Algiers seeking to establish a base from which to mercilessly raid the Mediterranean sea. Nominally a subject of the Turkish Sultan, the feared captain is willing to consider entering our service if we support him in his war against the Christians.
Trigger conditions
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Is triggered only by
completing the ‘Sponsor Piracy’ mission. |
Option conditions
Let him rule over Algiers.
Give him free autonomy over Algiers.
Appoint him as our Grand Admiral.
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Raid coasts[edit | edit source]
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Available only with Mare Nostrum or Golden Century DLC enabled. |
Costal Raiding is a naval ability added in the Mare Nostrum expansion which allows fleets belonging to nations with the Raid Coasts idea to raid the coasts of other nations of a different religion for loot (ducats) and
sailors. The
Golden Century DLC introduces Pirate Republics and Custom Nations with the Pirate Republic government. This idea is also available to Custom Nations. Pirate Republics,
Normandy,
Somalia, and countries with Norse ideas may also raid coasts of countries with the same religion.
Historically, this ability reflects the raids carried out by Barbary pirates which were active in the Mediterranean Sea during the mid-16th to early 19th centuries while in the case of the three Pirate Republics, it simulates the Golden Age of Piracy in the Caribbean Sea from the mid-16th to the early 18th century. So is a special case, as it represents a resurgence of the Japanese Wokou Pirates that raided the coasts of East Asia intermittently from the 4th century to the 17th century.
Raiding can provide a significant early-game boost to the income and sailor pools of nations that can do it and can also serve as a way to damage the economy of other nations. An example of this is So, which can employ Coastal Raiding against
Ming to pile up devastation and cause Ming to potentially lose the Mandate of Heaven and collapse.
Strategy[edit | edit source]
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