- −10% Infantry cost
- +20% Caravan power
- −10% Idea cost
- +1 Diplomatic reputation
- +10% National manpower modifier
- +10% Goods produced modifier
- +10% Infantry combat ability
- +10% National tax modifier
- −1 National unrest
- +1 Yearly legitimacy
Maravi starts off landlocked, even worse so between two of the strongest African nations, at the start of 1444. Kilwa, Sofala, and Mutapa all control gold mines, giving them a significant advantage with their economy.
The Land of Flames
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For generations and generations, Maravi has been renowned for its ironworks. Fields of open-ground furnaces have given us our name, "the Land of Flames."
Now that our enemy draws near, it is time to fan those flames, and show them that our furnaces are not just for tools and nails, but also for knives and spears!
|Available only with the Mare Nostrum DLC enabled.|
|Mean time to happen
Our iron will scorch the enemy from this land.
In order for Maravi to become successful, first, you must consolidate your power in both the Central Africa and East Africa regions, since you are in between both regions. Therefore, there are many ways to play Maravi.
One of the strategies that could make Maravi into a colonial empire is to expand eastward, towards Kilwa. This will make sure that they are not blocking your path to expansion, and getting rid of the future rivalry that might occur if you decide to conquer Mutapa to the south. In order to cripple Kilwa, however, you first have to get ahead in technology. Central African countries start with a +50% technology cost because of the missing Feudalism institution. You want to either accept knowledge sharing from an East African nation or, opt to instead force-dev your provinces to spawn Feudalism. This will ensure that your techs remain up-to-par with KIlwa.
After you ensure that you are not behind in technologies, you have to consolidate your border with Kilwa. Attack Makua if you are ready to fight against the powerhouse Mutapa, which generally allies Makua at the start of the game. Take as many provinces as you can, but prioritize the gold-producing provinces and the border with Kilwa. After the peace treaty, you can take some time to get rid of any rebels that spawn and core the provinces. Gold will make your economy as strong or stronger than Kilwa, which is important since they may annex Sofala and take their gold-producing province.
Now, you are ready for the fight against Kilwa. Declare war and try and wait for them to cross the neutral provinces; the natives will weaken their army, and their morale will be slightly lower, making it easier for you to wipe their army. Take their capital, and destroy whatever is remaining of their army. Once you have occupied their provinces, prioritize your peace treaty with both gold provinces and coastal provinces (if they have any). Now, Kilwa is severely weakened and you are free to expand to the countries in Madagascar or focus on Central Africa.
Conquering Central Africa
To the northwest of Maravi lies the Kongo and the other Central African nations. Normally, by the time that you have conquered Kilwa, Kongo should be a minor threat to you, since the region does not have any gold-producing provinces aside from those in southern Africa. This comes as an advantage to the player, who should be rich with gold at this time.
Declare a no-CB war against one of the many Central African nations that are to the north or west of you, and make them a vassal. Quickly expand into the area, taking any minor nation that can be crushed with a single army. This will be useful for making a colonial empire, as the Congolese provinces are close to Northern Africa and South America.
The Kongo itself should not be a threat; you have the superior technology and a bigger, stronger, military. Declare war upon them, and try and take the provinces that lead up to the western African coast. You can use the coastal provinces in the West to get to South America.