Rassids

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Duchy rankRassids
Rassids.png
Primary culture
Yemeni (Levantine)

Capital province
San'a (390)

Government
Feudal TheocracyGovernment monarchy.png

State religion
ShiaShiite.png

Technology group
MuslimMuslim technology group
Rassid ideas
Traditions.png Traditions:
+20% National manpower modifier
+10% Infantry combat ability

Morale of armies.png The Living Imam

+10% Morale of armies

Goods produced modifier.png Yemeni Highlands

+10% Goods produced modifier

Trade power.png Coffea Arabica

+10% Global trade power

Legitimacy.png A Unified Rassid State

+1 Yearly legitimacy

Shock damage received.png Mountain Strongholds

−15% Shock damage received

Land leader shock.png Like Salt Dissolves in Water

+1 Land leader shock

Trade efficiency.png Secure the Yemeni Trading Monopolies

+10% Trade efficiency

Idea bonus.png Ambition:

+20% Fort defense
Shield Yemen.png
'Felicitous Arabia', the Kingdom of Flag of Yemen Yemen, is torn by civil war. The old Rasulid dynasty still rule in Taiz, but in the eastern half of the kingdom their former Tahirid vassals have begun to forge a state of their own.

In the overwhelmingly Shia highlands, the powerful Flag of Rassids Rassid Imams are themselves a credible alternative to rule Yemen, as long as they can settle their own succession struggles.

To the north, the Flag of Mamluks Mamluks are tightening their grip over the Meccan and Medinan Sharifates of the Flag of Hejaz Hejaz. Once these states are firmly under their control, the Mamluks may well be the ones to settle the Yemenite infighting. They long to secure the valuable Yemeni ports of Mocca, Aden, and Zabid, and would not hesitate to intervene.

Flag of Rassids Rassids is a Shia feudal theocracy located in Southern Arabia near Yemen. It has a core on Aden and it has Yemeni culture, enabling the formation of Flag of Yemen Yemen (as they would go on to do historically) and, if very sucessful, Flag of Arabia Arabia.

The Rassid state has national ideas focusing on a strong military, featuring a 10% morale boost, 10% infantry combat ability and -15% shock damage received On top of that, it follows the Zaidi school Zaidi school of Islam, further improving their damage mitigation to a whopping -25% shock damage received. In addition, their economic prowess is not to be underestimated, with three rather good Ideas for trading.

Missions[edit]

Main article: Yemeni missions

Restore Yemen[edit]

Being a Yemeni culture nation, Rassids can form Flag of Yemen Yemen - if Yemen has ceased to exist - for a quick injection of prestige and permanent claims around southern Arabia. They're also given the option to change to Yemeni ideas, but this is not recommended, since Rassid ideas are generally considered superior. Comparatively, Rassids have a much stronger and larger army, while the Yemeni set has a better economy and diplomacy.

id

Execute decision.pngUnite Yemen


For too long the fertile lands of Yemen have suffered in the hands of incompetent dynasties intent only on plundering her treasures. We must unite these lands so that they can once again prosper under an able ruler.


 
Potential requirements
  • Playing with normal or historical nations.
  • Did not enact this decision before
  • Is not Flag of Yemen Yemen, the Flag of Holy Roman Empire Holy Roman Empire, Flag of The Papal State The Papal State, or Flag of Arabia Arabia
  • Primary culture is Yemeni
  • Is not a colonial nation
  • If the country is AI-controlled:
    • Is not a custom nation
    • Is not a former colonial nation
    • Owns at least 3 non-colony provinces
    • Flag of Yemen Yemen does not exist
Allow
  • Flag of Yemen Yemen does not exist
  • Is not at war
  • is not a subject nation other than a tributary state.
  • Is not a steppe horde
  • Owns core provinces Mokha, Aden, Sana'a, and Taiz
  • Owns core province Mukalla, Najran, or Jazan

Effects
  • Country becomes Flag of Yemen Yemen
  • The country gets new missions
  • Remove all provinces from the Holy Roman Empire, unless an elector or the Emperor
  • Set government rank to Kingdom rank Kingdom, if it was Duchy
  • Flag of Yemen Yemen gains a permanent claim on all unowned, non-core provinces in the following areas: Lower Yemen, Upper Yemen, Tihama al-Yemen, and Hadramut
  • Gain country modifier “Increased Centralization” for 20 years, giving the following effects:
    • Autonomy.png −0.05 Monthly autonomy change
    • National unrest.png +1 National unrest
  • Gain Prestige.png 25 prestige
  • Trigger country event “New Traditions & Ambitions”, unless the country has custom or Yemeni ideas

Strategy[edit]

Rassids, theoretically, start in a difficult position, being Shia in a Sunni ocean. Most of its neighbors will be hostile from the beginning, including the Rasulids in Flag of Yemen Yemen, who control far more profitable provinces than yours, notably Mokha. The Flag of Mamluks Mamluks will soon gain permanent claims on the entire region through their missions, and, to top it off, you're faced with a rebellion from the get-go of pretender rebels to drain your manpower.

However, not all is lost. First and foremost, the pretenders can be allowed to win for a bloodless start. The ruler they support has random stats, so it is possible to keep restarting until the pretender is very skilled (perhaps even a perfect 6/6/6 ruler). Second, Rassids are a military beast. From the very beginning, they'll have equal or more manpower than the larger neighbors, and their infantry combat ability idea grants them a good early edge to stack up with the religious school. Third, due to being Shia, allying the Flag of Mushasha Mushasha might prove prossible in some games, granting a decently-sized ally to defend the player. Scholars of the Jafari school Jafari school of Islam can be employed if an alliance is struck with Flag of Ardabil Ardabil, Flag of Shirvan Shirvan or Flag of Mazandaran Mazandaran, for yet another military boon of +10% shock damage dealt. If impossible, the Ismaili school Ismaili school can be chosen from a neighbor. Couple that with a combat-based advisor (+5% Discipline or +10% Morale), and Rassids starts with one of the best armies possible. If the pretender trick is used, an early military technology 4 can be used to further pronounce this edge over the player's neighbors. While the Flag of Mamluks Mamluks is definetely a no-go this early, all of the Rassids' neighbors can be easily crushed in a one-to-one ratio, perhaps even as much as a one-to-two.

Using that strength, the player should attempt to consolidate in the region in whatever way possible. Making temporary allies and offer them land to take some pressure away from the player's manpower, while not actually giving them any land, is a valid strategy - when the alliance is broken, the player can then attack their old "friend". Be aggressive, and try to consolidate yourself into being much stronger than all of the minors nearby. If diplomats are free, improving relations with the Flag of Mamluks Mamluks to prevent a potential disastrous coalition (or, mayhaps, even ally them) will give the Rassids breathing room to let their manpower cycle come through, the Aggressive Expansion lower, and the economy flow faster with every unlocked idea.

It is important to note that, as a Feudal Theocracy, the Rassids have several massive advantages. There is the obvious one in the claims from sanctioning holy war, but the other abilities shine just as much. In southern Arabia, it will take a while for institutions to spread. Using the diplomatic ability of Feudal Theocracies (Invite Minorities from Abroad) together with the Edict to encourage development, the Rassids can stack up modifiers to spawn the institution in their own lands through development. Some other easy to reach modifiers are state prosperity and the Centers of Trade of the Gulf of Aden trade node.

Once the player has united the general vicinity of Yemen, the Rassids are free to do as they please. Feudal Theocracy and their crazy military/economic ideas enable them to play tall during their AE/Manpower cycles without stopping their growth too much. The normal expansion route is to push eastwards towards Flag of Oman Oman/Flag of Hormuz Hormuz. Alternatively, moving into the Horn of Africa might be easy if the local alliances are not too unfavorable, albeit watch out for Flag of Ethiopia Ethiopia and their considerable starting size and lust for provinces within their culture group (as an Empire, they are automatically accepted for Ethiopia). After a lot of growing, the player can then go for the wealthy lands of Egypt, exploiting mamluk weakness while they are at war with the Flag of Ottomans Ottomans or just overpowering them with a better army.

Recommended idea sets include Defensive to further improve Rassid fort defense and morale, while granting them better handling of attrition (reducing that which they receive and increasing that which they inflict) in the wild deserts of Arabia, as well as Economic, since it goes well with the Rassids' goods production and the Mokha province, while also granting another -20% development cost - a massive monarch points saver for institution spawning. Trade will provide more money than Economic, albeit will take longer to show that advantage, does not make development cheaper, and lacks the powerful policies that Economic brings to the table.

Country guides

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Central African technology group Central African.png Mutapa.png Mutapa
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