For countries in the Maghrebi culture group.
- May raid coasts
- +50% Hostile core-creation cost on us
- +25% Naval force limit modifier
- +1 Attrition for enemies
- +10% Trade efficiency
- +20% Caravan power
- +1 Yearly navy tradition
- +10% Privateer efficiency
- +10% Cavalry combat ability
- +10% Looting speed
- +1 Diplomatic relation
- +20% Galley combat ability
- +10% Global trade power
Tripoli is a formable country in the Maghreb. It can be formed by any country with Tunisian or Berber culture and with their capital in Tripolitania or Fezzan. It can also be formed due to rebellions and can be released as a vassal.
Tripoli exists as of 1503.
This infobox may contain outdated information that is inaccurate for the current version of the game.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 1.22.
In order to further our claims on this region we must control the Mediterranean coast. Once we rule the port of Tripoli itself the world will recognize us for more than the petty kingdom they consider us to be now.
If the country is AI-controlled, then it:
|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. 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.