- +15% National manpower modifier
- +10% Manpower recovery speed
- +10% Morale of armies
- −0.1% Monthly piety
- +15% Cavalry combat ability
- +2 Tolerance of the true faith
- +2% Missionary strength vs heretics
- +20% Spy network construction
- −10% Stability cost modifier
- +1 Yearly legitimacy
- +1 Yearly prestige
Ardabil is a independent country in western Asia. Historically, it provided the nucleus of the new Persian empire, established twelver shiism as the dominant religion in Iran and proved to be a formidable adversary from the east to the Ottomans.
Form Mughal Empire
This infobox may contain outdated information that is inaccurate for the current version of the game.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 1.27.
$MONARCH$ has begun to lay the foundation of his new empire. Although inferior in numbers, his well-disciplined troops have managed to achieve several decisive victories against the Sultans of India. The battle of $CAPITAL$ became the first great victory in a series of territorial expansions and, with time, the empire of the Mughals could stretch over the larger part of the Indian plateau.
Mughals does not exist
Form Persian Nation
This section may contain outdated information that is inaccurate for the current version of the game.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.
Ardabil starts out as an OPM surrounded by slightly stronger minors ( Biapas, Shirvan, Gazikumukh, Mazandaran and the Georgian states) and two much stronger countries: Qara Qoyunlu and Ajam. At the start of the game your only ally is another OPM: Gilan. Therefore, it is advisable to immediately work on allying one of the larger countries in the vicinity. One way of capitalizing on this alliance is to dogpile on another minor, while it is attacked by another country. Then, vassalize it by force, which will allow you to call a larger ally into a war that it wouldn't have joined normally.
Another important moment is the disintegration of the Timurids vassal swarm, once Shah Rukh dies. Although Ardabil is unlikely to be in a position to directly benefit, supporting the independence war can give you valuable alliances. Important reminder: Ajami land has Timurid cores. So even if you did manage to conquer provinces from them (most likely using Qara Qoyunlu's armies), you might not want to go to war against the Timurids, since it will stop your construction of cores.
If you manage to survive the challenging start, your first goal should be to form Persia, as the permanent claims will immensely aid your expansion, while also allowing several beneficial events to trigger. Control over the Persia area will further give you control over Persia trade node with its valuable trade goods (Silk and Paper most importantly). For this reason it is advisable to prioritize further expansion into the Samarkand, Basra and Hormuz trade nodes to further bolster your income.
Once you have established yourself on the Iranian plateau, you will face your final challenge: the Ottomans. Your main assets will be your (hopefully) enormous trade income and at least initially the defensible terrain of Persia. As always it is recommended to ally the European rivals of the Ottomans to force them to fight on multiple fronts.