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- +1 Merchant
- +10% Trade power abroad
- +10% Trade efficiency
- +20% Fort defense
- −10% Stability cost modifier
- +1 Diplomatic reputation
- +1 Diplomatic relation
- +10% Global trade power
- −10% Development cost
- +25% Naval force limit modifier
- −10% Sailor maintenance
Hormuz is an eastern Arabian nation following the Maliki school of Sunni Islam. It is a regional power located directly below the Timurids and surrounding Oman and Yas. They start with unredeemed cores in the neighbouring states of Haasa, Timurids and Fars. Although somewhat strong on paper due to their control of trade in the Persian Gulf, they begin with dangerously low religious unity as most of their realm adheres to Shia and Ibadi Islam.
Missions[edit | edit source]
- Main article: Arabian missions
Strategy[edit | edit source]
Hormuz now begins in a much better position than it did before. The nation controls the titular island bordering the Timurids as well as owns the entirety of Oman's coast with 7 additional provinces in Arabia. They also begin with cores on Qatar and Awal - owned by Haasa as well as cores on provinces owned by Timurids and Fars.
Oman has cores on most of your territory, thus they are a good first target for conquest. Afterwards, the rest of the Arab Peninsula is easily conquered, but the land should be left to a vassal or two for now since it is practically worthless. You may find it useful later though to be able to form Arabia. Keep in mind that Hejaz is a vassal of the Mamluks, Hejaz will be pretty likely to fabricate claims on one of its neighbors, claims which Mamluks will be pretty happy to declare war over to help their vassal expand - thus, it is better to quickly annex the central Arabian territories before Hejaz can grab them, or the Mamluks start vassalizing local tags diplomatically.
If Mushasha is weak, you can take some exceptionally high development provinces from them. You can then attack Fars and Baluchistan and control the entire Persian Gulf - ensuring your control over the Hormuz node and likely giving you enough income to expand wherever your wish. From this point, you could form Persia (if you culture swap to Persian) or Arabia. You should then start pushing east into India, and move your capital out of Asia so you can establish trade companies there if you own the relevant DLC; you can still leave your trade capital in Hormuz, or rather move it back there, for maximum income. If you want, you could even play a colonial game by picking exploration ideas, then colonizing Australia and Indonesia.