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Arabian missions

The Arabian[1] missions are available for Muslim countries sharing Bedouin, Hejazi, Khaleeji, Mahri, Mashriqui, Omani, Syrian or Yemeni Culture icon.png culture. The missions focuses on religious goals and the control of Arabian trade goods, namely Coffee.png Coffee, Cloth.png Cloth or Incense.png Incense.

High IncomeBuild BuildingsBuild a TreasuryBuild ManufactoriesImperial ConquestTrustworthy AlliesAcquire SubjectsCreate a Grand FleetDominate TradeExpand OverseasBuild to Force LimitExpand NationConquer New StatesAssemble an ArmyUnite Home RegionShield of IslamThe Holy CityProduction LeaderArabian Missions.png

Clicking on a mission icon leads to the appropriate table row. "Repeat" action to return.

Contents

Regional missionsEdit

Arabian missionsEdit

Mission Completion requirements Effects Prerequisites
  Shield of Islam Country is   Defender of the Faith

Country has at least 100%   Religious unity

Country has less than -75   Piety

Country gets “Armor of Righteousness” for   15 years, giving the following effects:
  • +5%   Morale of armies
  • +1%   Missionary strength vs heretics
  The Holy City All provinces in the following area are owned by Country or a non-tributary subject:
  • Mecca
Country moves 25 towards   Mysticism

Makkah province gains:

  • 2   Base tax
  • 2   Base production
  • 2   Base manpower
  Shield of Islam
  Production Leader Country is the production leader of one of the following trade goods: Country gets “Doubletime” for   20 years, giving the following effect:
  • +15%   Goods Produced Modifier

Asian missionsEdit

Mission Completion requirements Effects Prerequisites
  The Spice Trade Country has the trading in bonus for   Spices

Country has the most   Trade power in one of the following trade nodes:

  • Malacca
  • Coromandel
  • Hormuz
Country gains +2   Mercantilism

Country gets “Spice Trade Controlled” for   20 years, giving the following effect:

  • +10%   Trade efficiency
  The Silk Road Country is the leading producer of   Silk

Country has at least 8 provinces producing   Silk

Country gains +2   Mercantilism

Country gets “Silk Road Control” for   20 years, giving the following effect:

  • +20%   Trade steering

Generic missionsEdit

Military missionsEdit

Mission Completion requirements Effects Prerequisites
  Build to Force Limit Country has 100% of the   force limit total army size Country gets “Thriving Arms Industry” for   25 years, giving the following effects:
  •   +5% morale of armies
  •   −5% land maintenance modifier
  Expand Nation Country's   total development has grown by at least 50 The   capital gains:
  •   1 base tax
  •   1 base production
  •   1 base manpower

All owned provinces within the area of the capital get “Growth of Capital” for   25 years, giving the following effects:

  •   −10% local construction cost
  •   −10% local development cost
  Build to Force Limit
  Conquer New States Country assigns 5 new   states Country gets “Expansionist Policies” for   25 years, giving the following effects:
  •   −25% state maintenance
  •   −33% harsh treatment cost
  Expand Nation
  Assemble an Army Country has an army with at least 80,000   troops Country gets “Army Enthusiasm” for   25 years, giving the following effects:
  •   +10% manpower recovery speed
  •   +1 yearly army tradition
  Conquer New States
  Unite Home Region All provinces in the region of the capital are owned directly and colonized Country gains:
  •   50 administrative power
  •   50 diplomatic power
  •   50 military power

Country gets “Hegemonic Ambitions” for   25 years, giving the following effect:

  •   −0.05 monthly autonomy change
  Assemble an Army


Diplomatic missionsEdit

Mission Completion requirements Effects Prerequisites
  Trustworthy Allies Country has at least two   allies with at least 150 opinion. Country gets “Influential Diplomats” for   25 years, giving the following effect:
  •   +1 diplomatic reputation
  Acquire Subjects Country has at least two non-tributary   subjects Country gets “Obedient Subjects” for   25 years, giving the following effect:
  •   −15% diplomatic annexation cost
  Trustworthy Allies
  Create a Grand Fleet Country has at least one of the following:
  •   10 heavy ships
  •   30 galleys
Country gets “Naval Enthusiasm” for   25 years, giving the following effects:
  •   +10% morale of navies
  •   +20% national sailors modifier
  •   +1 yearly naval tradition
  Acquire Subjects
  Dominate Trade Country has at least 75%   trade power in the home trade node A random owned province in the home trade node gets “Dominant Trade Hub” until the end of the game, giving the following effects:
  •   −5% local development cost
  •   +10 local trade power
  Create a Grand Fleet
  Expand Overseas Country owns at least 3 trade companies which are not on the same continent as the capital, with each having at least 5 provinces Country gets “Growing East-Indian Trade” for   25 years, giving the following effects:
  •   +30% trade efficiency
  •   +2% global trade power
  Dominate Trade


Administrative missionsEdit

Mission Completion requirements Effects Prerequisites
  High Income Country's   monthly income has increased to 150% of the starting monthly income. Country gets “Growing Economy” for   25 years, giving the following effects:
  •   −10% construction cost
  •   −25% construction time
  Build Buildings Country has at least 5 temples and 5 workshops Country gains   50 administrative power

Country gets “Building Spree” for   25 years, giving the following effect:

  •   +10 tax income (This is yearly, not per month)
  High Income
  Build a Treasury Country has at least   2000 ducats Country gets “Strong Treasury Department” for   25 years, giving the following effects:
  •   +0.1 yearly inflation reduction
  Build Buildings
  Build Manufactories Country has at least 20 manufactories Country gains   1.5 years of income

Country gets “Proto-Industrialization” for   25 years, giving the following effect:

  •   +10% production efficiency
  Build a Treasury
  Imperial Conquest Country has at least 1000   total development Country gains   30 prestige

Country gets “Imperial Ambition” for   25 years, giving the following effect:

  •   −5 years of separatism
  Build Manufactories

ReferencesEdit

  1. The script code is located in /Europa Universalis IV/missions/Arabian_Missions.txt.