Antemoro

Primary culture
Capital province
Government
State religion
Technology group

- +30% Improve relations
- +1 Diplomatic relation
- −1 National unrest
- −10% Idea cost
- +1 Yearly prestige
- +1 Diplomatic reputation
- +2 Tolerance of the true faith
Strengthen control over the Slave Trade
- +10% Global trade power
Unify Political and Religious Power
- −10% Stability cost modifier
- +1 Diplomat
Antemoro is a two province nation in Southern Madagascar. They are Sunni and follow the Shafi'i school.
Strategy[edit]
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This section may contain outdated information that is inaccurate for the current version of the game.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. |
Religion[edit]
Two religious denominations exist inside the island of Madagascar at the start of the game: Sunni and Fetishist. Antemoro is the only sunni nation within the island, which provides the player a larger pool of possible alliances with neighboring sunni powers. Converting to Fetishist via religious rebels after conquering neighboring Madagascans is possible, but only recommended for more experienced players. Fetishism will make an Alliance with Mutapa effortless. Furthermore, Fetishism has bonuses that stack up better to Antemoran ideas (tolerance of heathens +2, and the Waaq cult gives a -2 unrest; both stack up properly to the -1 unrest in the nation's ideas).
Diplomacy[edit]
The only option for an early alliance would be Sakalava. The rest of the Madagascan nations usually rival you and seek alliances between themselves. After conquering Madagascar, the player can ally
Ajuuraan or
Mutapa to strike at
Kilwa, which is the only way for expansion outside the island.
When seeking larger allies later in the game, the safest strategy is to look for matching religious interests. If Sunni, the Ottomans are prime candidates, which can provide both protection against any attacking power, and can prove useful in offensive wars equally. If Fetishist, however, alliances would more difficult. Although any player that managed to expand well and field a large army should find an alliance with any great power feasible.
Technology[edit]
Antemoro begins the game in 1444 at level 3 for Administration, Diplomacy and Military with no Institution embraced. This makes embracing Feudalism a priority.
Maintaining good relations with Kilwa in the early game is recommended, as this will provide your provinces facing the Kilwan coast with ticking institution spread. The player should not hang back from developing those provinces further to accelerate the feudalism spread. Having loyal Nobility in those provinces is also advantageous, and will speed things up even further.
After conquering a gold province (preferably Kilwa), the player should develop that province to both increase the gold income and be able to embrace the Renaissance. One should also make sure make sure that feudalism is already present in that province, since otherwise one would be wasting monarch power in an already embraced institution.
Suggested Ideas[edit]
Antemoran ideas stack up perfectly to the Humanist idea group, as both have
+30% Improve relations modifiers, rendering any negative opinion fast decaying. Unrest will also become easily managable, as every province would have a combined
-3 Unrest, among other bonuses that quell rebellions.
However, reforming from a tribal democracy requires the player to have completed either Administrative,
Economic, or
Innovative ideas. Hence, once could first attempt to reform the government by completing one of those idea groups, and later take Humanist as the third idea group.
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