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Duchy rankRassids
Primary culture
Yemeni (Levantine)

Capital province
San'a (390)

Feudal Theocracy Government monarchy.png

State religion

Technology group
MuslimMuslim technology group
Rassid ideas
Ambox outdated info.png Please help with verifying or updating this infobox. It was last verified for version 1.33.

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

Yearly 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 successful, 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 | edit source]

Main article: Yemeni missions

Decisions[edit | edit source]

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.


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

The country:

If the country is AI-controlled then it:

Playing with normal or historical nations


Flag of Yemen Yemen does not exist
The country:


The country:

  • becomes Flag of Yemen Yemen.
  • gains Yearly prestige.png 25 prestige.
  • gets new Mission.png missions.
  • becomes a Government monarchy.png monarchy if is not already and not revolutionary.
  • enacts the ‘Ottoman Government’ government reform if is not revolutionary.
  • gets the Msg event.png event ‘New Traditions & Ambitions’, unless it has custom or Yemeni ideas.
  • increases rank to Kingdom rank kingdom, if it is a Duchy rank duchy
  • removes all provinces from the Holy Roman Empire, if it is a member and not an elector or the emperor.
  • gains permanent claims on:
    • Lower Yemen
    • Upper Yemen
    • Tihama al-Yemen
    • Hadramut
  • gets “Increased Centralization” for Time Icon.png 20 years, giving:
    • Autonomy.png −0.05 monthly autonomy change,
    • National unrest.png +1 national unrest.

  • AI will always take this decision.
  • AI gives "high priority" (400) to this decision

Strategy[edit | edit source]

Strategy The below is one of many player suggested strategies for Rassids. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

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 possible 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 definitely 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. One route of expansion route is to push eastwards towards Flag of Oman Oman/Flag of Hormuz Hormuz. While the Hormuz node is technically downstream from the Gulf of Aden, expanding through Hormuz will let the Rassids seek expansion into the significantly more valuable Gujarat node, which can be directed into the Gulf of Aden. 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). While the Rassids do start out with a strong army and eventually develop strong military ideas, land units from Ethiopia's East African technology group do have a slight advantage over land units from the Rassids' Muslim technology group in the early game, so ensure that adequate reserves of manpower or money for mercenaries have been set aside before seeking war with Ethiopia. Worthy of note is that expanding into Ethiopia can let the Rassids acquire Damot and Kaffa: two provinces that produce gold. Coptic provinces are highly resistant to conversion by missionaries, but conversion can be managed by propagating religion through trade once enough of Ethiopia's land has been seized, or the Coptic population can even be used to the Rassids' advantage through Dhimmi estate privileges. 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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Nomadic technology group Nomadic.png Jianzhou.png Jianzhou Uzbek.png Uzbek Mongolia.png Mongolia

Central African technology group Central African.png Kuba.png KubaMutapa.png Mutapa
East African technology group East African.png Ethiopia.png EthiopiaMogadishu.png Mogadishu
Muslim technology group Muslim.png The Mamluks.png MamluksMorocco.png MoroccoTlemcen.png TlemcenTunis.png Tunis
West African technology group West African.png Air.png AirMali.png Mali

Western technology group Western.png United States.png United States
Mesoamerican technology group Mesoamerican.png Maya.png Maya
North American technology group North American.png Caddo.png Caddo Cherokee.png Cherokee Iroquois.png Iroquois

Andean technology group Andean.png Chachapoya.png Chachapoya Cusco.png Cusco Muisca.png Muisca
South American technology group South American.png Mapuche.png Mapuche