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Empire rankArabia
Primary culture
Bedouin (Arabic)

Capital province
Mecca (385)

Despotic Monarchy

State religion

Technology group
MuslimMuslim technology group
Arabian ideas

For countries in the Levantine culture group except those with Turkish culture.

Traditions.png Traditions:

+15% National manpower modifier
−15% Land attrition

Trade steering.png Indian Ocean Trade

+15% Trade steering

Cavalry cost.png Arabian Horses

−10% Cavalry cost
+25% Cavalry flanking ability

National unrest.png Land of the Prophet

−1 National unrest

Missionary strength.png Spreading the Prophet's Word

+1% Missionary strength

Trade power.png Bedouin Traders

+10% Global trade power

Land leader maneuver.png Clan Loyalties

+1 Land leader maneuver

Prestige.png Arabia

+1 Yearly prestige

Idea bonus.png Ambition:

+1 Land leader shock
For the region, see Arabia (region).

Arabia is a formable country located on the Arabian peninsula in the Middle East. It can be formed by any state in the Levantine culture group except those with Turkish culture. Forming it will raise the government rank to empire, creating a cultural union of the Levantine group.



Execute decision.pngForm Arabian Nation

For hundreds of years the Arabs have been divided, but we remember when the Prophet Muhammad, peace be upon him, organized all of us into one ummah, a community of the faithful that transcended tribal affiliation. Today we have overcome disunity and regained the oneness that triumphed in the day of the Prophet and united Arabia

Potential requirements

Flag of Arabia Arabia does not exist.

The country:

If the country is AI-controlled, it can not be a custom nation or a former colonial nation.


The country:

  • has an administrative technology of at least level 10.
  • is not a subject nation other than a tributary state.
  • is not at war.
  • owns its core provinces:
    • Alexandria (358), Cairo (361), Aleppo (377), Jerusalem (379), Damascus (382), Medina (384), Mecca (385), Aden (388), Sana'a (390), Al-Arid (392), Al-Qatif (394), Muscat (400), Nizwa (403) and Baghdad (410).


This country:

  • changes to Flag of Arabia Arabia.
  • gets Empire rank empire government rank.
  • gains permanent claims on all provinces of the regions: Mashriq, Arabia, and Egypt except Lower Nubia that it does not own.
  • gains Prestige.png 25 prestige.
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    • Autonomy.png −0.05 monthly autonomy change
    • National unrest.png +1 national unrest

If the country:

  • is a member of the Holy Roman Empire but not an elector or the emperor
    • then all its provinces are removed from the HRE.
Provinces in orange must be owned and cored to form Arabia. Forming Arabia grants permanent claims on the shaded area.


Arabia can be formed from numerous nations in and around the Arabian Peninsula, including the Flag of Mamluks Mamluks.

The Mamluks[edit]

The Flag of Mamluks Mamluks are perhaps the easiest country to form Arabia with, as they have many of the required provinces and Flag of Hejaz Hejaz as a vassal, also getting an event to annex Flag of Medina Medina once it has been vassalised, adding more of the required land to the Mamluks after diplomatic annexation. Since the Mamlukian government (Sultanate) gets increased vassal income and the Arabian minors are generally easy to force into vassalization, it is recommended to do just that. Don't waste admin points in Arabian peninsula. Instead, vassalize the Arabian minors peacefully or forcefully and diploannex them as soon as possible. The player's next step will be taking Baghdad from Flag of Qara Qoyunlu Qara Qoyunlu since it is necessary to form Arabia. It is also recommended to take the other culturally Mashriqi lands since the player will have a permanent claim on them as Arabia and will want to take it before the Ottomans do. The last part, but not the least, is the Flag of Ottomans Ottomans. With this foe the player will need luck and diplomacy. It is advisable to ally Flag of Tunis Tunis and a powerful European nation that has rivaled the Ottomans in the early game, like Flag of Poland Poland or Flag of Austria Austria, and fortify the border with the Ottomans to prevent any unwanted Ottoman aggression.


This is probably the hardest possible start, as it isn't enough to defend Granada against various ambitious crusaders (among them Flag of Castile Castile/Flag of Spain Spain of course), the player also needs to gain the faraway Arabian lands in the east to even try claiming the title of Caliph.

Having Andalusian primary culture means Flag of Granada Granada would need to shift culture once they have worked through North Africa and gained the required territories. This is necessary as Bedouin should become majority culture once all of Arabia is conquered. If this isn't the case then Granada expanded the Andalusian culture too much, or using Common Sense expansion developed the Iberian territories too well. This can be fixed by either also developing the Arabian desert provinces, creating vassals and giving them Granada's Iberian lands until it is possible to change primary culture and reannexing them, and unstating Iberian provinces.


For players aiming to get the Sworn Fealty achievement, Flag of Najd Najd is the stronger contender of the weak landlocked tribal federations.

Early game is a land race with the Flag of Mamluks Mamluks who will passively absorb the Hejazi minors within the first 100 years. However the player can generally ally the Mamluks at the start to ward away hungry neighbors. Priority nations to conquer would be Flag of Shammar Shammar to the north and Flag of Dawasir Dawasir and Flag of Mikhlaf Mikhlaf to the south to contain Mamlukean expansion on the peninsula. From there follow the winds of fortune to pick off weak neighbors to consolidate the peninsula under your banner. The player should aim to border the Syrian provinces of the Mamluks before breaking the alliance to trade up to the Flag of Ottomans Ottomans. Blitz Aleppo in the first war and strive to be the war leader at all times in the Mamluk/Ottoman wars to control the peace deal.


The Flag of Ottomans Ottomans may seem an odd choice for the player at the start of the game. However, they can be a viable option to form Arabia. First, the player should take provinces from Flag of Candar Candar, Flag of Dulkadir Dulkadir, Flag of Karaman Karaman, and Flag of Ramazan Ramazan. Then, the player can take over Flag of Byzantium Byzantium. Note, if the decision to move the capital to Constantinople is used, the Ottomans will become an empire and cannot culture shift to another Levantine culture due to their cultural union. Hopefully, this will only take the player 15-20 years and they can now attack either the Flag of Mamluks Mamluks or Flag of Qara Qoyunlu Qara Qoyunlu. Based on who the player chooses first, they can then go for the other one. Once the player gets the required provinces from those two nations, they can attack the remainder of the nations of the Arabian Peninsula. If the Flag of Timurids Timurids have not collapsed then the player can gain one of the provinces they need, though they may have to go to war with them. Once the player has done that, its time to change their primary culture. There are two ways a player can do this, either convert the culture of Turkish provinces to their neighboring Syrian counterparts, or remove statehood from Turkish states in Anatolia to and make states of the Levantine culture of their choice. The first option has the benefit of not using admin points, but the second option doesn't take nearly as much time and won't be prevented by separatism. Once they've shifted your primary culture they will be able to form Arabia!

Post Formation[edit]

Depending on how Arabia was formed will dictate what problems it will face. If formed by an Arabian state, the next biggest problem after The Flag of Mamluks Mamluks will be Flag of Qara Qoyunlu Qara Qoyunlu. One solution is to use the Flag of Ottomans Ottomans to crush them. The next step is largely up to the player. Arabia can either expand east towards the Flag of Timurids Timurids and the Indian empires, west towards the North African trade nations, or south towards the Coptic African powers. In the late game, if the Ottomans have become weak, it is also recommended picking them off.


Arabian Coffee icon
Arabian Coffee
Form Arabia and be the nation producing the most coffee in the world.
Sworn Fealty icon
Sworn Fealty
Starting as an Arabian Tribal Federation, unite Arabia and have Maximum tribal Allegiance.
Country guides

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

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

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