Antemoro

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Duchy rankAntemoro
Antemoro.png
Primary culture
Malagasy (East Bantu)

Capital province
Antemoro (4026)

Government
Tribal DemocracyGovernment tribal.png

State religion
SunniSunni.png

Technology group
East AfricanEast African technology group
Antemoro ideas
Traditions.png Traditions:
+30% Improve relations
+1 Diplomatic relation

National unrest.png Unite with the Tompon-Tany

−1 National unrest

Idea cost.png Sorabe

−10% Idea cost

Prestige.png Office of the Andrianoni

+1 Yearly prestige

Diplomatic reputation.png Ombiasa

+1 Diplomatic reputation

Tolerance own.png Religious Control

+2 Tolerance of the true faith

Trade power.png Strengthen control over the Slave Trade

+10% Global trade power

Stability cost modifier.png Unify Political and Religious Power

−10% Stability cost modifier

Idea bonus.png Ambition:

+1 Diplomat

Antemoro is a two province nation in Southern Madagascar. They are Sunni and follow the Shafi'i school Shafi'i school.

Strategy[edit]

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 Flag of Mutapa 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 Flag of Sakalava Sakalava. The rest of the Madagascan nations usually rival you and seek alliances between themselves. After conquering Madagascar, the player can ally Flag of Ajuuraan Ajuuraan or Flag of Mutapa Mutapa to strike at Flag of Kilwa 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 Flag of Ottomans 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 Flag of Kilwa 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.png Humanist idea group, as both have Improve relations.png +30% Improve relations modifiers, rendering any negative opinion fast decaying. Unrest will also become easily managable, as every province would have a combined National unrest.png -3 Unrest, among other bonuses that quell rebellions.

However, reforming from a tribal democracy requires the player to have completed either Administrative idea group.png Administrative, Economic idea group.png Economic, or Innovative idea group.png 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.


Country guides

Central African technology group Central African.png Mutapa.png Mutapa
East African technology group East African.png Kilwa.png Kilwa
Muslim technology group Muslim.png The Mamluks.png MamluksTunis.png Tunis
West African technology group West African.png Mali.png Mali Mossi.png Mossi

Eastern technology group Eastern.png Jerusalem.png Jerusalem
Muslim technology group Muslim.png Arabia.png Arabia Hejaz.png Hejaz Hisn Kayfa.png Hisn KayfaKhiva.png Khiva Mughals.png Mughals Oman.png Oman Persia.png Persia Shammar.png Shammar
Indian technology group Indian.png Assam.png Assam Bahmanis.png Bahmanis Bengal.png Bengal Kandy.png Ceylon Gujarat.png Gujarat Jaunpur.png Jaunpur Orissa.png Orissa Vijayanagar.png Vijayanagar
Chinese technology group Chinese.png Bali.png Bali Brunei.png Brunei Dai Viet.png Dai Viet Japan.png Japan Khmer.png Khmer Korea.png Korea Lan Xang.png Lan Xang Majapahit.png Majapahit Malaya.png Malaya Pagarruyung.png Pagarruyung Pasai.png Pasai Qing.png Qing Sulu.png Sulu Sunda.png Sunda
Nomadic technology group Nomadic.png Jianzhou.png Jianzhou Manchu.png Manchu Qara Qoyunlu.png Qara Qoyunlu Timurids.png Timurids Uzbek.png Uzbek

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

Andean technology group Andean.png Cusco.png Cusco Muisca.png Muisca
South American technology group South American.png Mapuche.png Mapuche