- +25% Naval force limit modifier
- May raid coasts
- −20% Cost of advisors with ruler's culture
- −10% Idea cost
- −0.1% Monthly piety
- +10% Trade efficiency
- +20% Caravan power
- +20% Galley combat ability
- +15% Privateer efficiency
- −5% Land maintenance modifier
- +10% Cavalry combat ability
- −0.05 Monthly autonomy change
- +1 Attrition for enemies
Morocco is a country in the Maghreb. It is a re-formable country. It follows the Maliki school of Islam.
|Available only with the Mare Nostrum DLC enabled.|
Raiding coasts is a naval ability added in the Mare Nostrum expansion which allows fleets belonging to nations with the raid coasts idea, which in the base game belongs to the Maghrebi culture group ( Morocco, Tlemcen, and Tunis), Habsan and The Knights to raid the coasts of other nations for loot and sailors of a different religion; this idea is also available for custom nations and, with
|Available only with the Golden Century DLC enabled.|
, pirate republics, which can raid the coasts of all neighbouring nations with no attention to their religion. Historically, this ability reflects the raids by Barbary pirates which were active in the 16th to 19th centuries. Raiding can provide a significant early-game boost to the income and sailor pools of nations that can do it.
- Main article: Moroccan missions
- Main article: Moroccan events
Moroccan events describe the expedition across the Sahara and the political intrigue around the Wattasid dynasty.
Form Moroccan Kingdom
If the country is AI-controlled, then it:
Morocco does not exist.
If Marrakech (344) is part of the HRE, but the country is not a member then:
This section may contain outdated information that is inaccurate for the current version of the game.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 1.25.
Morocco is a strong North African kingdom with one major problem: Portugal has missions to take coastal provinces from Morocco, and Portugal almost always rivals Morroco. Portugal is often allied with Castile, so defeating them is a difficult task.
An obvious early move is to expand eastwards and conquer Tlemcen. They are strong enough to Rival, but weak enough to conquer or vassalize, meaning the player should be able to gain some Power Projection early. Allying with Tunis will make beating Tlemcen fairly easy. However, this does not need to be a permanent alliance - Tunis is a strong trade province that you can take, taking the entire Magrebi region is a mission, and it allows Morocco to monopolize raids; beware that they usually ally with Ottomans.
The Ottomans make an excellent ally. Granada will often seek an alliance with Morocco, but doing so will undoubtedly mean getting dragged into defensive wars with Spain (which has missions to conquer Granada). Winning these wars will be difficult unless Granada has a strong ally like the Ottomans.
Raiding the rich European ports of the Mediterranean is an excellent source of funds, but it creates huge negative relations modifiers. Morocco will not be able to ally these nations unless it chooses to not raid a nation for some time. France often rivals Castile and would make a good ally, but doing so would require foregoing lucrative raids there. These poor relations with Southern Europe mean institutions will migrate slower (without Nearby Friendly Province's). Stopping raids on a nation for a while can help. Taking a province that already has an institution is another way. One effective strategy is to take one of Aragon's islands and release a catholic vassal or march. It will not suffer Morocco's raiding penalties and will generally maintain good relations with nations the player hasn't rivaled, effectively acting as an ambassador for migrating institutions.
Exploration idea group is useful - colonizing Tuat opens up a path to a number of weak countries in Sub-Saharan Africa that should be easy to conquer. Timbuktu is a valuable target. Additionally, Morocco starts in a good location for reaching the New World. In addition to the usual benefits of colonization, Morocco can use use it to provide new coasts to raid. Provinces strategically located within 3 sea zones from rich coasts make excellent raiding bases (examples are Miami and islands like Bermuda and many in the Indian Ocean).
Morocco is poorly located as far as colonial trade goes. While Tangiers provides some trade power in the Seville trade node, it's not really enough to justify moving the home trade node there until the colonies really get established. However, if Morocco can take Seville or Lisbon, it can benefit greatly by moving trade nodes.
Other recommended idea groups include Religious (to counter Inquisition), Diplomatic, Defensive, and Economic for -20% development cost.
With the Cradle of Civilization DLC enabled, it is recommended that you keep the Maliki school (-10% development cost) as well as stacking other development bonuses to increase your income.
Options for dealing with the Portugal/Spain include:
- Make powerful allies. Stay on good terms with France and the Ottomans and have enough of a military that you seem like a desirable partner. Once again, extra care not to raid France is required if that is the player's choice.
- Invest in the navy. Unless Morocco has become a colonial power, it doesn't have much need for transport ships so you can build cheap Galleys up to your force limit and use them to lock down the Straits of Gibraltar. (Note that this is not an Inland Sea where Galleys get bonuses, so Heavy Ships would be significantly stronger here.)
- Take advantage of Morocco's strong defensive terrain, using mountain forts and crossing penalties to get defensive bonuses.
Note: It is possible for Morocco to form Andalusia - essentially moving your capital to Europe, giving you a better trade node, more trade companies and institution spread bonuses, but there are likely to be cultural acceptance penalties.