For countries in the Maghrebi culture group.
- May raid coasts
- +50% Hostile core-creation cost on us
- +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
Algiers is a formable country in the Maghreb by any country with Algerian culture or with Berber culture and capital in Algiers, High Plains, Ouled Nail, Kabylia or the North Sahara areas. In 1444, two countries can form Algiers : it's Mzab and Touggourt. It exists also if the campaign was started after 1517.
Form Algerian Nation
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
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.
If the country is AI-controlled, then:
|Available only with the Mare Nostrum DLC enabled.|
Raiding coasts is a naval ability added in the Mare Nostrum expansion which allows fleets belonging to nations with the raid coasts idea, which in the base game belongs to the Maghrebi culture group ( Morocco, Tlemcen, and Tunis), Habsan and The Knights to raid the coasts of other nations for loot and sailors of a different religion; this idea is also available for custom nations. Historically, this ability reflects the raids by Barbary pirates which were active in the 16th to 19th centuries. Raiding can provide a significant early-game boost to the income and sailor pools of nations that can do it.