- −10% Ship costs
- +10% Trade steering
- +1 Merchant
- +2 Tolerance of heathens
- +10% Production efficiency
- −5% Idea cost
- −20% Naval maintenance modifier
- −10% Sailor maintenance
- +1 Yearly prestige
- +20 Global settler increase
- +50% Naval tradition from battles
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
Unify all Malayan provinces in the region under one strong ruler.
Playing with normal or historical nations
Malaya does not exist.
If the country is AI-controlled, then it:
If the country:
- Main article: Malaccan events
Malaccan events focus on the spread of Islam in Indonesia and the beginnings of European incursion into the region.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23.
The Islamic nation of Malacca, situated at the tip of the Malayan peninsula, offers the player an excellent starting point on the way to controlling Indonesia and Indochina. Its idea group offers substantial bonuses to trade and naval effectiveness as well as a rare treat in the form of a free merchant. A skilled player should be able to fight toe to toe with the European colonizers, and claim the Indonesian archipelago for their own.
Malacca is somewhat isolated as a Sunni Despotic Monarchy in Indonesia. With a starting army of 9 regiments (7 infantry and 2 cavalry), a fleet of 12 light ships and 6 Cogs, and encompassing 8 provinces, 72 development, and a Coastal Center of Trade, Malacca has a solid start when compared to the other nations in the area. However, the nations of Ayutthaya, Khmer, Pasai and Majapahit are also strong contenders in Southeast Asia, and some of these nations may rival Malacca on game start. In terms of defensive alliances, a good option for Malacca is Brunei; not only is this nation also Sunni, but it is slightly stronger than its neighbor Kutai and so will be more likely to come out victorious in the inevitable war. Majapahit, on Java, may also be an option with higher relations.
Malacca's national ideas are strongly trade-oriented, so a reasonable goal for any player is to attempt to gain control of the Malacca trade node, especially since this trade node is one of the richest in the world. Another objective can be to form the nation of Malaya; doing this requires total control of two of three major regions: Borneo, Sumatra, or the Malayan peninsula, as well as four specific provinces on the island of Java.
Directly north of Malacca exist the two small nations of Kedah and Pattani. Often the player will start with a mission to claim their land or subjugate them into vassalization. Though neither of their provinces are required to form Malaya, there is little reason for the player to spare them, as they share a culture and religion with Malacca. However, in some cases, one of these nations will form an alliance with Pasai, so some caution is recommended.
Another early target is the nation of Siak, on Sumatra. Annexing Siak will allow the player to hold both sides of the Strait of Johor, allowing the player to move troops across prior to declaring war on the other Sumatran nations. In addition, Malacca will be able to fabricate claims on Pagarruyung and their gold mine. When attacking Pagarruyung, the player should check to ensure it has not formed an alliance with Ayutthaya or Khmer, as these nations share religions with each other; any alliance with Ayutthaya in particular will be very dangerous for the player this early in the game. Also beware that Pagarruyung's Theravada Buddhist lands will cause corruption and unrest until converted.
Once these smaller nations are absorbed into Malacca, the remaining natural target is a likely-friendless Pasai. Since forming Malaya requires the colonization of several provinces, the player can choose to vassalize Pasai to preserve Administrative power, though to avoid the -100 Relations malus for force-vassalizing a country, it is recommended to fully annex Pasai and then use the Release a Vassal option from the Diplomacy window. Pasai can easily be diplomatically annexed by the time the player is ready to form Malaya. Due to the lack of manpower and abundance of ducats available in Indonesia, the player should make ample use of mercenaries where possible.
Forming Malaya and the Mid-Game
At this point, the player should be ready to assign their first idea group. Considering all the rich, uncolonized provinces in Indonesia, and the fact that colonization is necessary to form Malaya, the Exploration idea group is highly recommended. Furthermore, unless the player wishes to declare a no-CB war, there is no way to fabricate claims on either Brunei or Sunda, as none of the initial provinces in Sumatra or the Malayan peninsula share a sea zone with these nations. Therefore, the player must colonize at least one province first. Since the island of Borneo is not strictly necessary to form Malaya (as the player already owns the Malaya Peninsula and most of Sumatra), it is wise to colonize a province in South Sumatra, in preparation for a war with Sunda, or perhaps Majapahit if Sunda has already been conquered by them.
The provinces in Java necessary to form Malaya are Banten (624), Kalapa (630) and Pakuan (2687), initially held by Sunda, and Demak (629), held by Majapahit. The uncolonized provinces necessary to officially own Sumatra are Bengkulu (621), Palembang (622), Tulangbewang (623), and Bangka (2678). None of the nearby isolated islands are required. Unlike most formable nations, Malaya does not require Administrative technology 10 to form. Once all required provinces are obtained, the player can form Malaya and will receive permanent claims on any remaining unowned provinces in the area (such as Borneo) when this happens.
During this process, the player needs to be wary about the threat of Ayutthaya; at this point in the game, their vassal of Ligor has likely been annexed and Malacca may be seen as a new potential target, particularly if no other nation in Indochina has been very successful. Other than Brunei, Bengal often becomes strong and is the closest Sunni sultanate in India that may be able to assist defensively, should Ayutthaya decide to strike.
In the case that Ayutthaya has been weakened by strife or warfare, the Malacca player can also choose to expand into Indochina. All provinces in the Siam trade node feed directly into Malacca, enriching the nation considerably. If nothing else, the player should consider taking the three provinces previously belonging to Ligor, as they are part of the Malacca trade node.
Finally, a player that wishes to embrace institutions faster (without developing them manually) should begin the process of island-hopping; by using colonies as stepping stones towards South America, Malacca can gain a non-trade-company border with a European nation much earlier than normal. The player may choose to head west to Africa or east across the Pacific in order to do so.
Also keep in mind that it may be more worthwhile in the long-term to claim more of the rich Indonesian islands instead.
Whichever route of expansion the Malacca player chooses, eventually European colonizers will arrive in Indonesia, with the intent of forming powerful and wealthy trade companies. The player should utilize his decisive head-start to obtain the highest-value provinces in Indonesia, including colonizing or conquering the remaining Centers of Trade in Malacca, the Moluccas, Philippines, and even Australia with a colonial nation. It is likely that one or two of the major colonizers will aggressively invade nations in trade company areas, depending on the personality of the AI ruler. With this in mind, the player should attempt to stay as current in Diplomatic and Military technology as possible, and should seek out useful allies abroad as well as domestically.
Expansion into South China and Xinan can be very profitable for Malacca, especially if the Ming Empire has collapsed, as Trade Value from these areas can be routed back to the Malacca node. With enough control over the Nippon and Hangzhou nodes, trade can even be routed from limited areas of the New World, specifically California, Mexico and Rio Grande, if the player chooses to create colonial nations in these areas. With a Random New World, significant amounts of New World Trade may flow into the Philippines node or even the Australia node, making colonial nations in these areas even more valuable.
Alternatively, the player can choose to expand downstream into the Bengal or even the Zanzibar, and continue to shift the nation's Main Trading Port downstream as control of these areas is secured.
Due to the rich uncolonized provinces in Indonesia, and the fact that forming Malaya requires colonization, the Exploration and Expansion idea groups are very highly recommended for Malacca. Maritime, Quality or Naval ideas can help equalize the scales when fighting against Europeans at sea.
Should the player wish to play as a Republican Malacca, he can choose Aristocratic and Influence ideas, forming an Oligarchic Republic upon decision, though it is not recommended to delay colonization because of this. Aristocratic ideas also assist the player in maintaining parity in Military technology, whereas Influence ideas can also assist greatly with conserving Administrative power when expanding into the Chinese mainland, via annexing vassals. Keep in mind that each election as a Republic resets the Piety counter for Islamic nations.
Playing normally as Malacca (or any Malay-culture-group country) should eventually yield the provinces necessary to form Malaya.
Very trivial to complete as any Indonesian country with a colonist. Only sending the colonist and having it arrive in the province is required; completing the colony is not necessary. However, the colonist must be sent to a province that is actually part of modern-day Australia, so colonies in Papau/New Guinea, New Zealand or South Pacific Islands do not count.