Madyas

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Duchy rankMadyas
Madyas.png
Primary culture
Malay (Filipino)

Capital province
Panay (2700)

Government
Oligarchic RepublicGovernment republic.png

State religion
HinduHinduism.png

Technology group
ChineseChinese technology group
Madyas ideas
Traditions.png Traditions:
+1 Naval leader maneuver
−10% Sailor maintenance

Idea cost.png Hinilawod

−10% Idea cost

Morale of navies.png Legacy of Panai

+15% Morale of navies

Development cost.png Riches of the Visayas

−10% Development cost

Naval leader shock.png Masters of Maritime Warfare

+1 Naval leader shock

Prestige.png Articles of the Confederation

+1 Yearly prestige

Stability cost modifier.png Kinadatuan

−10% Stability cost modifier

Ship durability.png Expand the Shipbuilding Sector

+5% Ship durability

Idea bonus.png Ambition:

+1 Naval leader fire
For the area, see East_Indies_super-region#Madyas.

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.

The Philippines posses two coastal centres of trade, owned by Flag of Cebu Cebu and Flag of Maynila Maynila.

Strategy[edit]

Initial actions[edit]

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.

While the alliances can vary, the initial target will likely be Flag of Maguindanao Maguindanao or Flag of Butuan Butuan, whichever only has a single ally.

Cebu can be the next target as they usually ally with Tondo. As they are a tributary state to Ming, you can use this to pull them into a war and grab their territory without dragging Ming into the picture. Make sure to grab Mindoro or Laguna during the peace treaty as you can use this to start fabricating claims on Maynila and consolidate your power in the whole archipelago.

Next steps[edit]

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 Flag of Brunei Brunei and Flag of Malacca 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 to support a bigger navy. Ming can be dealt with by using the protect trade CB. You can then use your superior navy as Madyas to prevent imperial regiments from crossing into your islands especially at the Straits of Malacca.

Institution deprivation strategy[edit]

Madyas' insulated position in maritime Southeast Asia gives it a unique position to deny institution spread to the other powers in mainland Asia once you have spawned and/or developed it yourself. You can even try to spawn Colonialism and Global Trade and delay the European powers from getting them.

Renaissance: you can develop this in Buglas by around 1554. Use Burghers and the Encourage Development edict to give you a 20% discount on monarch points. Be mindful of where you expand. You can focus on the smaller states in the Moluccas trade node first and then expand westward. Be especially mindful of Malacca and whichever nation controls Sumatra as these nations can try to steal the institution from you either by improving relations or sharing knowledge with their allies. Either outright conquer them, rival them and/or set them as hostile on diplomatic feedback to slow/stop the spread.

Colonialism: You can actually try to spawn it yourself as Madyas. Rush to unlock Dip tech 7 and the first three ideas in the Exploration idea group. This should give you more than enough colonial range to discover the Aleuts in Alaska before 1500 without having to colonize anything.

Printing Press: By this point, you should have access to grasslands in Borneo and Java. Tarakan province is especially good as it's far enough away that it will slow the spread to other countries in the western islands, and thus preventing Ming from getting it. The other grassland provinces in Java are also good but they are less insulated from other countries to your west that can spread it mainland Asia.

Global Trade: The Malacca trade node is one of the prime candidates to spawn this as Madyas, especially if you also (partially or fully) control the other upstream nodes like Hangzhou, Canton and Nippon. Use your numerous lightships to protect trade so you don't even need to have conquered any provinces in these trade nodes.

The rest can be spawned by specific buildings and spread globally pretty quickly so there are almost no need to stop their spread.

How to deal with Ming[edit]

Some of the nations in the Philippine archipelago are tributaries of Ming at the beginning of the game, most notably Tondo. You can try to become a tributary of Ming then conquer the tributaries but an alternate way is to use Tondo's allies to drag them into wars and conquering their land that way.

If you decide to deal with Ming directly, use your superior navy to blockade ports and target their transport ships to prevent their troops ever landing on your island territories.

You can also cause Ming to disintegrate by declaring the Protect Trade cb once Ming starts sending privateers your way and mandate is low (usually after Ming implements a reform). Use your ships to blockade Ming and cut off her regiments at the Straits of Malacca. Once the blockade is in place, wait for the devastation to creep on the coastal provinces. This will further drag mandate to zero. Then continue to blockade until rebels spawn within Ming.

Sun Invasion[edit]

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

Achievements[edit]

Sun Invasion icon
Sun Invasion
As the Madyas, own and have cores on Tepeacac, Mexico, Tullucan and Huastec.


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