Granada

Primary culture
Capital province
Government
State religion
Technology group
- +15% National tax modifier
- +25% Religious unity
- +3 Tolerance of heathens
- −15% Core-creation cost
- +10% Institution spread
- +10% Domestic trade power
- +10% Trade steering
- −10% Construction cost
- +10% National manpower modifier
Successor Caliphate of Cordoba
- +1 Yearly prestige
- −10% Idea cost
Granada is a small four province Muslim nation that starts on the southern coast of the Iberian peninsula as the remnants of the Muslim nations that once ruled most of the region. It is usually quickly conquered by its powerful northern Catholic neighbours as it is required to form Spain.
Missions[edit | edit source]
- Main article: Granadan missions
With Golden Century Granada has a unique set of missions.
Events[edit | edit source]
- Main article: Granadan events
Decision[edit | edit source]
Restore Al-Andalus
Potential requirements
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations. |
Allow
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Effects
The country:
If Córdoba (225) is part of the HRE, but its owner is not a member then:
Córdoba (225):
If the
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AI will always take this decision
Strategy[edit | edit source]

Granada is a very challenging nation, but that difficulty can be mitigated with the right allies. Tunis, Morocco, and in some cases the Ottomans can be helpful in beating back Spain or Aragon. Morocco will always start friendly towards the player, so it makes a good first ally, while
Tunis might join in on the pact if
Morocco and
Tunis are not rivaled to each other.
North Africa is one of the only routes of expansion open for Granada, so the player should look that way as soon as possible while securing allies. Tlemcen makes a good first target since they always rival the player and are often aggressive towards
Morocco and
Tunis. It would be wise to attack
Tlemcen early, so that the potential long-term ally
Ottomans will not ally them, cutting off that route of expansion. Rather than conquering (or force-vassalising)
Tlemcen directly, it's worth considering releasing their land as the vassal
Algiers and even granting the remaining provinces to the new vassal, who will have good relations because they were not force-vassalised.
During the conquest, the Granada disaster might fire, if the player does not have an heir or have a heir with lower 5,5,5 stats. However, this will allow Granada to get a better heir or ruler depending on player action.
After the conquest of Algeria, it's important to consolidate and strengthen Granada's position as Castile will look to invade before 1450. Territories from Algeria alone, however, will probably not be enough to fight off the Spaniards. It may be useful to force vassalage on some of the smaller Maghrebi states such as
Fezzan,
Touggourt,
Djerid or
Mzab, as doing so will make it easier to rival
Castile and
Portugal. Fezzan in particular is close to the Ottomans and, once annexed, will significantly reduce the "distance from borders" malus against forming an alliance.
The Morocco-Independence Turnabout[edit | edit source]
One eventuality that the Granada might encounter after allying with Morocco is that their vassal
Sus frequently turns rebellious, gets their independence supported by
Castile, and declares war. In most cases this pits the alliance of
Morocco (plus
Marrakesh and
Tafilalt) and
Granada against the weak and isolated
Sus and
Castile in the north. On paper this looks frightening, but isn't necessarily cause for despair.
If Granada retained the fort in Malaqah, this war could potentially go well for the Granadan-Moroccan alliance. Morocco and her vassals can easily and quickly dominate
Sus while the Castilian troops are unable to reach Jabal Tariq and cross the Straits of Gibraltar. If
Sus's capital falls before Malaqah then the combined forces of
Morocco,
Marrakesh,
Tafilalt and
Granada can march back across the strait, attack the besieging armies in Malaqah and/or Granada (with the benefit of mountainous terrain on their side), and go toe-to-toe with the Castilians.
In this case the Granada player should be careful to ensure they begin (and so control) sieges on the coast of Andalusia, or Morocco will claim the provinces themselves, and also be ready to peace out early. Remember that Morocco's goal in the war is only to continue the vassalage or to fully annex
Sus, so they are not aiming for 100% warscore. Granada could claim a couple of provinces or consider annulling treaties between
Castile and
Portugal, leaving the Portuguese relatively exposed and vulnerable.
Iberian wars[edit | edit source]
Also, keep in mind that the Castilian Civil War will happen, so that is potentially a good time to snatch a province or two, or if they are ever being warred by Aragon. Breaking Alliance between Portugal,
England and
Castile could be useful, so that a player with strong Muslim allies could retake the lands more easily.
It's important to be tactical about the provinces you seize in your early wars. Centres of trade, provinces producing gold and colonial-range-extending bases are all strategically valuable targets.
As Granada expands into Castile,
Aragon and
Portugal the player should be conscious that the weakened Iberian countries look like increasingly easy pickings for
France,
Provence,
Savoy and even powers further afield such as
Naples. It may be worth taking control of provinces along the Pyrenees border, for example Navarra and Rousillon, to make Iberia's weakened kingdoms less appealing to scavengers from the north.
Expansion overseas[edit | edit source]
Beyond expansion into Algeria and the Maghreb, another source of wealth and power with which to resist the Reconquista can come from colonisation overseas. Provinces such as Gran Canaria, Madeira and Azores can be claimed from Castile and
Portugal at very low warscore cost, giving Granada much greater colonial range and slowing down the Iberians in their expansion into the New World.
Idea groups[edit | edit source]
Administrative ideas provides Granada with extensive coring cost reductions to help with integrating the reconquered provinces of Iberia. Religious ideas provides a reliable casus belli against the Christian states that will be a primary target for much of the game. Exploration ideas will be vital if the player wants to set Granada's sights on lands across the ocean. Influence and diplomacy ideas are both useful for maintaining vassals (a helpful way to incorporate new territory without burning through thousands of administrative power points) and winning new allies. All of the military idea groups are useful depending on the player's strategy, but it's worth noting that quantity ideas provide a clear diplomatic benefit by increasing the size of Granada's army, improving the "army strength" modifier when making alliances.
Disaster[edit | edit source]
At the default start date 1444 Granada starts with this disaster looming over the country.
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A once-loyal relative, Yusuf V, is reportedly raising an army, intent on installing himself as Emir.
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Achievements[edit | edit source]
Eastern technology group ![]() |
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Anatolian technology group ![]() |
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Muslim technology group ![]() |
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Nomadic technology group ![]() |
Central African technology group ![]() |
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East African technology group ![]() |
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Muslim technology group ![]() |
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West African technology group ![]() |
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Eastern technology group ![]() |
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Muslim technology group ![]() |
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Indian technology group ![]() |
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Chinese technology group ![]() |
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Nomadic technology group ![]() |
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Western technology group ![]() |
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Mesoamerican technology group ![]() |
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North American technology group ![]() |
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