- +1 Naval leader maneuver
- −10% Sailor maintenance
- −10% Idea cost
- +15% Morale of navies
- −10% Development cost
- +1 Naval leader shock
- +1 Yearly prestige
- −10% Stability cost modifier
- +5% Ship durability
- +1 Naval leader fire
In 1444 Madyas starts as the small country in the partially colonized Philippines amongst many other small countries. Madyas starts as an Oligarchic Republic, a rather unusual form of government in the East Indies. It faces the unusual situation, in that neither of its initial two regions, are Hindu, its state religion. In the Philippines, the navy is of vital importance, and Madyas comes well prepared for it. All the countries start pretty equal, in terms of naval and army, separated on many small islands, connected with straits. This makes a superior navy vital.
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Madyas is well positioned to rapidly unify the Philippines, despite its relative weakness compared to groups of its neighbours. A strong navy means being able to defeat the enemies separately. As such, the goal of the initial start should be to create a strong navy which can defeat any two other countries, and an army sufficiently strong to defeat a single country rapidly. This needs to be built on an economic foundation, strong enough to pay for it during war.
Both starting provinces are Animist, which is different from the state religion. This cause serious unrest problems, and should be handled. One option is to convert the provinces to the state religion Hindu. This can be done rapidly by choose Vishnu as the ruler's god for its +2 missionary strength, and further by setting the capital state edict to Enforce Religious Unity.
The quickest option to expanding the economy, is to save all the monarch points until the Renaissance happens, and using them to develop. Using both the edict of Encourage Development, as well as giving the province of Buglass to the merchant estate, can yield a total reduction in development cost of 20%.
No navy in the Philippines uses heavy warships, at the start of the game, and all navies are close to equal, this makes heavy ships rather valuable. The Madyas economy can support a few, and they are key to creating a superior fleet. Madyas has a low increase in sailors, lower than the light ships expend while on trading missions. As such, it is suggested that the entire fleet be kept in port, to take full advantage of the limited sailor supply in increase the fleet.
This can all be completed around 1453, leaving Madyas with 30-40 development, a superior fleet and a larger than average army. The economy should be about break even, perhaps with a little lending. This is sufficient, to quickly defeat all other countries, by conquering one country without its allies being able to help. Naval superiority wins the day so long as enemies are not allowed to combine fleets, so having it in place when declaring war, is the single most important task for success.
Once the archipelago is secure, Madyas will have ~100 development and faces few if any immediate local threats. Exploration ideas is the clear choice at Tech 5, allowing the infill of the home area, ending the manpower drain of battles with natives and freeing naval force limit for trade ships. Conquests in Brunei and Malacca could prove profitable enough to fund a substantial colonial empire, and island hopping across the Pacific via Hawaii opens the possibility of the Sun Invasion achievement with conquests in Mexico. Colonizing Taiwan will bring the wrath of Ming, so wait until the economic base has grown.
Note that the achievement requires that the provinces be directly owned by Madyas. Thus, they must either be conquered and cored in a way, which prevents a colonial nation from forming, or the colonial nation must be released, and the provinces taken from them. Setting up a colonial nation in California (or Colombia) and handing them excess Mexican provinces can prevent the Mexican colonial nation from forming or by vassalizing the remaining existing countries that have the required provinces and then seizing the land and finally coring it