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Empire rankArabia
Primary culture
Bedouin (Arabic)

Capital province
Mecca (385)

Despotic MonarchyGovernment monarchy.png

State religion

Technology group
MuslimMuslim technology group
Arabian ideas

For countries in the Culture icon.png Levantine culture group.

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.




 Form 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

  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   Arabia.
  • gets   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   25 prestige.
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    •   −0.05 monthly autonomy change
    •   +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   Mamluks.

The MamluksEdit

The   Mamluks are perhaps the easiest country to form Arabia with, as they have many of the required provinces and   Hejaz as a vassal, also getting an event to annex   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   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   Ottomans. With this foe the player will need luck and diplomacy. It is advisable to ally   Tunis and a powerful European nation that has rivaled the Ottomans in the early game, like   Poland or   Austria, and fortify the border with the Ottomans to prevent any unwanted Ottoman aggression.

Alternatively, for intermediate to advanced players, the first foe to face will be the Ottomans. In the 1444 start, the Ottomans start out relatively weak, and if you can manage to gather allies such as   Hungary,   Austria, or   Venice, and have a military tech advantage, the Ottomans can be dispatched with ease. It is recommended to revoke the guarantee on   Cyprus and vassalize   Medina as soon as possible, and not to worry too much about your diplomatic relations limit. The rest of the run usually mirrors as above with the exception of when the Ottomans are conquered.


This is probably the hardest possible start, as it isn't enough to defend Granada against various ambitious crusaders (among them   Castile/  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   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,   Najd is the stronger contender of the weak landlocked tribal federations.

Early game is a land race with the   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   Shammar to the north and   Dawasir and   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   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.

Post FormationEdit

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   Mamluks will be   Qara Qoyunlu. One solution is to use the   Ottomans to crush them. The next step is largely up to the player. Arabia can either expand east towards the   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.


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

Eastern technology group     Jerusalem
Muslim technology group     Arabia   Hisn Kayfa   Oman
Indian technology group     Assam   Bahmanis   Bengal   Orissa
Chinese technology group     Bali   Brunei   Dai Viet   Japan   Khmer   Korea   Majapahit   Malaya   Pagarruyung   Pasai   Sunda
Nomadic technology group     Jianzhou   Timurids   Uzbek

Central African technology group     Mutapa
East African technology group     Kilwa
Muslim technology group     Mamluks  Tunis
West African technology group     Mali

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

Andean technology group     Cusco   Muisca
South American technology group     Mapuche