Karabakh

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
- −0.02 Monthly war exhaustion
- +5% Recover army morale speed
- +2% Missionary strength
- −10% Development cost
- +1 Diplomatic reputation
- +10% National tax modifier
- −10% Regiment cost
- +0.5 Yearly army tradition
- +10% Production efficiency
- +1 Attrition for enemies


As subjects of the Qara Qoyunlu the Armenians are not independent. However, they are allowed a certain degree of religious and political freedom, even if it is a far cry from the Armenian kingdom of earlier eras.
Karabakh is small country located in southern Caucasia. Karabakh begins in the 1444 start as a vassal of Qara Qoyunlu. It is also the only existing country of Armenian culture at that start.
Decisions[edit | edit source]
As a country with Armenian primary culture, Karabakh may form
Armenia.
Kingdom of Armenia
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
The Kingdom of Armenia once dominated the Caucasus. Time was not kind to our ancestors, however, and neighboring empires saw weakness in our internal divisions and used it to conquer our people. Let us drive out these invaders and re-establish the Kingdom and Church of Armenia.
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:
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- AI will always take this decision.
- AI gives "high priority" (400) to this decision
Strategy[edit | edit source]

Like many OPMs, opening moves for Karabakh are heavily dependent on luck, as the Middle-East in EU4 is a particularly turbulent and unpredictable region. Aq Qoyunlu usually (but not always) converts to Coptic due to failed conversions and resulting Zealot stacks of rebels enforcing demands. In such cases, they can be relied upon to Support Your Independence. Other such candidates include the Mamluks and occasionally Gazikumukh or one of the Georgian states. If you cannot secure support for your independence early, develop your province extensively to maintain high liberty desire so as to avoid being diplomatically annexed. This will eventually pay off in the form of higher income and being potentially the first to embrace Renaissance for the hefty price of 1 ducat. Remember to utilise province policies to save monarch points.
Qara Qoyunlu is quite variable, and is about equally likely to struggle under rebel strain and get invaded by the Mamluks early or to conquer all your neighbors and achieve Great Power status. If you are so inclined, you can reload a previous save for optimal results. If you can't get the Mamluks to support your independence, you might need to restart unless you pull together enough allies to win your independence.
Upon securing independence, you should focus on taking back the Armenian culture provinces and annexing the Georgian minors with the help of the allies gained in your independence war. Accepting Tributary status from Great Horde can grant temporary protection, though they are bound to be conquered by Muscovy. Once you have taken 5-6 provinces in your area, the game will become markedly easier, especially given Coptic blessings available to you. Avoid bordering the Ottomans until you accrue enough power.
Achievements[edit | edit source]
Eastern technology group ![]() |
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Muslim technology group ![]() |
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Nomadic technology group ![]() |
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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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Anatolian technology group ![]() |
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Muslim technology group ![]() |
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Nomadic technology group ![]() |
Western technology group ![]() |
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Mesoamerican technology group ![]() |
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North American technology group ![]() |
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Polynesian technology group ![]() |
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