Morocco

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
- +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.
Raid coasts[edit | edit source]
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Available only with Mare Nostrum or Golden Century DLC enabled. |
Costal Raiding is a naval ability added in the Mare Nostrum expansion which allows fleets belonging to nations with the Raid Coasts idea to raid the coasts of other nations of a different religion for loot (ducats) and
sailors. The
Golden Century DLC introduces Pirate Republics and Custom Nations with the Pirate Republic government. This idea is also available to Custom Nations. Pirate Republics,
Normandy,
Somalia, and countries with Norse ideas may also raid coasts of countries with the same religion.
Historically, this ability reflects the raids carried out by Barbary pirates which were active in the Mediterranean Sea during the mid-16th to early 19th centuries while in the case of the three Pirate Republics, it simulates the Golden Age of Piracy in the Caribbean Sea from the mid-16th to the early 18th century. So is a special case, as it represents a resurgence of the Japanese Wokou Pirates that raided the coasts of East Asia intermittently from the 4th century to the 17th century.
Raiding can provide a significant early-game boost to the income and sailor pools of nations that can do it and can also serve as a way to damage the economy of other nations. An example of this is So, which can employ Coastal Raiding against
Ming to pile up devastation and cause Ming to potentially lose the Mandate of Heaven and collapse.
Missions[edit | edit source]
- Main article: Moroccan missions
With Golden Century Morocco has a unique set of missions.
Events[edit | edit source]
- Main article: Moroccan events
Moroccan events describe the expedition across the Sahara and the political intrigue around the Wattasid dynasty.
Reformation[edit | edit source]
Form Moroccan Kingdom
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
While she has often been divided Morocco is considered by many to be the strongest nation in the Maghreb spiritually, economically and militarily. Once we control all of the constituent principalities of the kingdom we can reunite the area and rule the western Maghreb from Marrakesh as so many dynasties have done before us.
Potential requirements
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations |
Allow
Marrakech (344) is part of a state. |
Effects
The country:
If Marrakech (344) is part of the HRE, but its owner is not a member then:
Marrakech (344):
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- AI will always take this decision.
- AI gives "high priority" (400) to this decision
Strategy[edit | edit source]

Morocco is a strong North African kingdom with one or two major problems: Both
Castile and
Portugal have missions to take coastal provinces from
Morocco, and they almost always rival
Morocco.
Portugal is often allied with
Castile, so defeating them is a difficult task.
In most situations, 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
Castile (which has missions to conquer Granada). Winning these wars will be difficult unless Granada has a strong ally like the Ottomans. Since
Golden Century DLC enabled, Granada could be vassalized or conquered with the Moroccan mission tree, so there is no need to get
Granada as an ally.
Granada is useful as a vassal because its first national idea grants a +3 bonus to tolerance of heathens, allowing for easier integration of conquered Iberian provinces.
An obvious early move is to expand eastwards and conquer Tlemcen. They are strong enough to Rival, but weak enough to be conquered or vassalized, 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 other strategy is rushing into Iberia by gathering as much Berber states as possible, such as Tlemcen and
Tunis.
Morocco has 3 vassals.
Sus is the least loyal one that is weak to deal with and
Sus often seeks
Castile as an ally for independence. Therefore,
Morocco could ask
Tlemcen or
Tunis to defend easily. Afterwards, ask
Castile as many ducats as you could and annex Sus. As
England is usually war with
France , rushing
Portugal could be easy. If you have skills, retake Ceuta and south Portugal. There is no need for allying
Aragon anyway, because they rival or hostile
Morocco most of the time. However,
Aragon might fight
Castile, if
Castile and
Portugal alliances are broken. If
Castile and
Aragon fight each other, your Iberian reconquest should be much easier, because of guaranteed no Iberian Wedding event. After the second conquest of
Castile, you should have no problem for future campaign.
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.
- Make use of Mercenary. Rushing
Castile and
Portugal could get huge ducats if you make use of Straits of Gibraltar.
Castile and
Portugal often lose huge stack when no ships guarding Straits of Gibraltar. Early re-reconqusita is possible especially when they are in separate wars.
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.
In further expansion, Morocco starts in a good location for reaching the New World, so Exploration idea group is useful. However, since Golden Century DLC enabled, the Morocco mission tree allows Morocco to get Tuat freely to open up a path to a number of weak countries in Sub-Saharan Africa. That should be easy to conquer.
Timbuktu is a valuable target. In addition to the usual benefits of colonization, Morocco can 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.
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.
Achievements[edit | edit source]
Central African technology group ![]() |
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East African technology group ![]() |
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Muslim technology group ![]() |
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West African technology group ![]() |
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Eastern technology group ![]() |
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Muslim technology group ![]() |
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Indian technology group ![]() |
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Chinese technology group ![]() |
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Nomadic technology group ![]() |
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Eastern technology group ![]() |
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Anatolian technology group ![]() |
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Muslim technology group ![]() |
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Nomadic technology group ![]() |
Western technology group ![]() |
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Mesoamerican technology group ![]() |
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North American technology group ![]() |
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Polynesian technology group ![]() |
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