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Primary culture
Khaleeji (Levantine)

Capital province
Hormuz (2999)

PlutocracyGovernment republic.png

State religion

Technology group
MuslimMuslim technology group
Hormuz ideas
Traditions.png Traditions:
+1 Merchant
+10% Trade power abroad

Trade efficiency.png A Vast Emporium

+10% Trade efficiency

Fort defense.png Protecting the Islands

+20% Fort defense

Stability cost modifier.png Reform the Moqarrariya

−10% Stability cost modifier

Diplomatic reputation.png Far-reaching Diplomacy

+1 Diplomatic reputation
+1 Diplomatic relation

Trade power.png Maintain Trading Monopoly

+10% Global trade power

Development cost.png Develop Qeshm and Hormuz

−10% Development cost

Naval force limit modifier.png Hormuzi Naval Expansion

+25% Naval force limit modifier

Idea bonus.png Ambition:

−10% Sailor maintenance

Hormuz is an eastern Arabian nation following the Maliki school Maliki school of Sunni Islam. It is a regional power located directly below the Flag of Timurids Timurids and surrounding Flag of Oman Oman and Flag of Yas Yas. They start with unredeemed cores in the neighbouring states of Flag of Haasa Haasa, Flag of Timurids Timurids and Flag of Fars Fars. Although somewhat strong on paper due to their control of trade in the Persian Gulf, they begin with dangerously low Religious unity.png religious unity as most of their realm adheres to Shiite Islam Shia and Ibadi Islam Ibadi Islam.



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.


As Hormuz, have at least 10 diplomatic reputation.
Country guides

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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
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Andean technology group     Chachapoya   Cusco   Muisca
South American technology group     Mapuche