The regional divisions of North part of the African super-region.
Africa northern regions
Egypt region
Guinea region
Horn of Africa
Maghreb region
Niger region
Sahel region
The Northern African regions are part of the Africa super-region. The area is heavily populated although there are more than a handful of uncolonized provinces along its southwestern coast which can be used by the European powers as a stepping stone to get to far lands of the Americas. The area houses the Maghrebi nations in the northwest who cause grief and anguish to the European nations around them due to their ongoing coastal raids. In the northeast can be found the resident super-power, the Mamluks, although they are too busy most of the time with the creeping threat from the north in the form of the Ottomans.
There is an ongoing religious war in the southern parts. In time, the Sunni nations will mange to push the borders against the Fetishist and Coptic nations in the southwestern and southeastern parts respectively. The question remains whether they'll be able to put their religious abilities to good use, stop the attackers and perhaps even push them back. The Fetishist religion is able to better adapt to situations the more it explores the world with each new faith providing a different cult with a different bonus. The cooperative Coptic religion starts with two of its bonuses in the bag from the get-go with one holy site already in Coptic hands and another in the process.
The break-down of the Northern African regions is as follows:
Government types
Monarchy government forms in the northern and eastern parts (mainly Iqta and Autocracy).
Tribal government forms in the central and western parts (mostly Tribal Despotism and Tribal Monarchy).
The occasional Clerical State can be found sporadically.
Religions
Sunni is the dominant religion in these parts (with the occasional Ibadi and Shia).
Coptic in the eastern part (along with the only two Jewish provinces in the game).
Fetishist in the southern parts.
Technology groups
Muslim in the northern part (mostly).
East African in the eastern part.
West African in the central and western parts.
Culture groups
Maghrebi and Levantine in the northern part.
Cushitic and Sudanese in the eastern part.
Mande, Sahelian and West African in the central and western parts.
Some of these nations don't exist at the 1444 campaign start. They can appear if another nation chooses to form them. In (parentheses) are the historical dates they first appear in, if available.
These nations don't exist and also lack cores at the 1444 campaign start. They can still appear if Separatist rebels manage to take control of their cultural provinces.
Notes: These articles refer to the state of the world at the start of the grand-campaign (1444-11-11); meaning, if a nation is picked in other time points it may have different attributes. Table listings include: [1] 1444 starting nations, [2] 1444 releasable nations. Other tags, [3] later start/pure formables/revolters ("wild card" stats), are mentioned at the top. Worth noting, [4] a nation is assigned a home region based on its capital's location, [5] location names use the default localisation for consistency reasons (for searching in-game enter the provided province numbers). For a list of all available tags check the countries article.
Please help with verifying or updating this infobox. It was last verified for version 1.33.
Notes:
For countries with Nubian or Beja primary culture.
Traditions:
+10% National tax modifier
+1 Diplomatic relation
The Nile
+10% Goods produced modifier
Nubian Heritage
−10% Stability cost modifier
Warriors of the Sahara Desert
+1 Attrition for enemies
Encourage Long-Distance Trade
+10%Caravan power
Nubian Religious Unity
+2% Missionary strength
Desert Cavalry
+10% Cavalry combat ability
Fortified Strongholds
−10% Fort maintenance
Ambition:
−5% Land maintenance modifier
Notes: This region holds provinces necessary for forming Arabia and Egypt. The provinces of Alexandria (358) and Qasr Ibrim (1234) are of religious importance for Coptic nations; Alexandria is of significance for Orthodox nations as well.
Please help with verifying or updating this infobox. It was last verified for version 1.33.
Notes:
For countries in the Cushitic group which have neither Somali nor Tigray as their primary culture
Traditions:
−10% Stability cost modifier
+10% National tax modifier
Aksumite Legacy
−1 National unrest
The Land of Punt Legend
+20% Trade range
Highland Cultivation
−5% Development cost
Oromo Warriors
+10% Infantry combat ability
Religious People
+1 Tolerance of heathens
Cushitic Language
+15% Improve relations
Defensive Nature
+20% Fort defense
Ambition:
+1 Yearly prestige
Nubian ideas
Please help with verifying or updating this infobox. It was last verified for version 1.33.
Notes:
For countries with Nubian or Beja primary culture.
Traditions:
+10% National tax modifier
+1 Diplomatic relation
The Nile
+10% Goods produced modifier
Nubian Heritage
−10% Stability cost modifier
Warriors of the Sahara Desert
+1 Attrition for enemies
Encourage Long-Distance Trade
+10%Caravan power
Nubian Religious Unity
+2% Missionary strength
Desert Cavalry
+10% Cavalry combat ability
Fortified Strongholds
−10% Fort maintenance
Ambition:
−5% Land maintenance modifier
Somali ideas
Please help with verifying or updating this infobox. It was last verified for version 1.33.
Notes:
For countries with Somali, Afar or Harari primary culture.
Traditions:
−10% Infantry cost
+15% Trade steering
Maritime Heritage
−20% Light ship cost
Qalqads
−20% Fort maintenance
Somali Clans
+15% National manpower modifier
Offensive Warfare
+10% Infantry combat ability
Indian Ocean Trade
+10% Trade efficiency
Corsairs of the Red Sea
+10% Light ship combat ability
Arab and Persian Influx
−10% Advisor costs
Ambition:
+20% Land force limit modifier
Notes: The province of Aksum (1227) is of religious importance for Coptic nations. The provinces of Semien (2771) and Dembiya (2772) are the only Jewish provinces in the game.
Notes: These articles refer to the state of the world at the start of the grand-campaign (1444-11-11); meaning, if a nation is picked in other time points it may have different attributes. Table listings include: [1] 1444 starting nations, [2] 1444 releasable nations. Other tags, [3] later start/pure formables/revolters ("wild card" stats), are mentioned at the top. Worth noting, [4] a nation is assigned a home region based on its capital's location, [5] location names use the default localisation for consistency reasons (for searching in-game enter the provided province numbers). For a list of all available tags check the countries article.