Algiers

Primary culture
Capital province
Government
State religion
Technology group
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
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. Algiers exists also if the campaign was started after 1517.
Formation[edit]
Form Algerian Nation
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
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:
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Allow
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Effects
If Mitidja (338) is part of the HRE, but its owner is not a member then:
Mitidja (338):
The country:
If Algiers:
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Raid coasts[edit]
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Available only with the Mare Nostrum DLC or the 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, which in the base game belongs to the Maghrebi culture group ( Morocco,
Tlemcen,
Tunis and the formable nations of
Algiers and
Tripoli),
Habsan and
The Knights to raid the coasts of other nations of a different religion for
loot (ducats) and
sailors. This idea is also available to Custom Nations.
The Golden Century DLC introduces Pirate Republics (specifically;
New Providence,
Tortuga,
Port Royal,
So,
Palembang (through an event) and Custom Nations with the Pirate Republic government), which also have the ability to raid coasts and are capable of raiding the 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]
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