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Kingdom rankTunis
Primary culture
Tunisian (Maghrebi)

Capital province
Tunis (341)

IqtaGovernment monarchy.png

State religion

Technology group
MuslimMuslim technology group
Tunisian ideas
Traditions.png Traditions:
+20% Galley combat ability
May raid coasts

Infantry combat ability.png Catalan Guard

+5% Infantry combat ability
+5% Mercenary discipline

Diplomatic relations.png Dual Diplomacy

+1 Diplomatic relation

Navy tradition.png Corsairs

+1 Yearly navy tradition
+10% Privateer efficiency

National sailors modifier.png Attract Foreign Pirates

+25% National sailors modifier

Naval leader fire.png Board of Captains

+1 Naval leader fire

Trade efficiency.png Export Monopolies

+5% Trade efficiency
+20% Domestic trade power

Tolerance own.png Tunisian Caliphate

+1 Tolerance of the true faith
+0.1% Monthly piety

Idea bonus.png Ambition:

+25% Naval force limit modifier

Tunis is a country in Maghreb. In the 1444 start, Tunis guarantees the independence of Flag of Fezzan Fezzan. Tunis follows the Maliki school Maliki school of Islam. If Tunis ceased to exist, then it is reformable by any country with Tunisian or Berber culture.


Raid CoastsEdit

Costal Raiding 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,   Tunis and the formable nations of   Algiers and   Tripoli),   Habsan and   The Knights to raid the coasts of other nations of a different religion for loot and sailors. This idea is also available to Custom Nations.

The  Golden Century DLC introduces Pirate Republics (specifically;   New Providence,   Tortuga,   Port Royal,   So (through an event) and Custom Nations with the Pirate Republic government), which also have the ability to raid coasts and are capable of raiding the 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.


 Form Tunisian Nation

Since time immemorial Tunis has been the center of any strong state in the eastern Maghreb. Once we control this great city as well as its hinterlands we can reunite the entire region under one banner.

Potential requirements

The country:

If the country is AI-controlled, then:

  • it is not a former colonial nation.
  • it has at least 5 cities.
  • Tunis does not exist.

  Tunis does not exist.
The country:


If Tunis (341) is part of the HRE, but the country is not a member then:

  • the province is removed from the HRE.
  • the Holy Roman Emperor:
    • gets the opinion modifier “Removed provinces from the Empire” towards the country, worth  −50 opinion with a yearly decay of 1.
    • loses  1 imperial authority.

Tunis (341):

  • will no longer be under the control of an estate.
  • becomes the capital of the country.

The country:

  • changes to   Tunis.
  • receives new missions.
  • changes primary culture to Tunisian.
  • gains permanent claims on all provinces of the area Tunisia that are not owned by Tunis.
  • gains  25 prestige.

If Tunis:


Main article: Tunisian missions

With   Golden Century Tunis has an unique set of missions.



 Hayreddin Barbarossa

The notorious pirate and admiral Hayreddin Barbarossa has arrived in Algiers seeking to establish a base from which to mercilessly raid the Mediterranean sea. Nominally a subject of the Turkish Sultan, the feared captain is willing to consider entering our service if we support him in his war against the Christians.

This event happens only once during a campaign.
Trigger conditions
  • None
Is triggered only by

completing the ‘Sponsor Piracy’ mission.

Option conditions

 Enabled if:   Algiers does not exist.

Let him rule over Algiers.



 Always enabled:

Appoint him as our Grand Marshal

  Tunis gets an   admiral named ‘Hayreddin Barbarossa’ with:

  • 4 shock
  • 4 fire
  • 4 maneuver
  • 2 siege


Initial position and actionsEdit

Tunis starts out in a good position to expand. Its western and southern neighbours are weak, while   Sicily and the door to the Italian provinces are just a seazone away. The rich Egyptian and Moroccan provinces are also nearby, slightly further afield. Tunis begins with some good provinces of its own in Tunis, Bizerte and Sousse compared to the rest of North Africa. The Berber national ideas will help the player on the way to becoming a Mediterranean naval and trade power, as well as making it difficult for other nations to take Tunisian land (by increasing coring cost). While the   Mamluks begin the game in a strong position on Tunis’ eastern border, they will inevitably clash and usually lose to the   Ottomans. This means that allying the Ottomans is highly recommended though not necessary from the very beginning and if the player is unable to get an alliance or at least friendly relations, restarting could be necessary. (It should be said, however, that this alliance is not necessarily from the very beginning of the game.) Not only will Tunis and the Ottomans both be interested in taking Mamluk territory, but both nations have an interest in becoming great naval powers in the Mediterranean, as well as in stopping other nations like   Venice,   Aragon, and eventually   Castile/  Spain or one of the other Italian nations.

In addition to allying the Ottomans, Tunis should also attempt to ally   Morocco, but it will sometimes rival Tunis, making this impossible. Special care needs to be taken in relations with Fezzan, because although this is territory that is seemingly a natural part of Tunis, Tunis begins the game guaranteeing Fezzan. Fezzan will often ally itself with the Mamluks and if the guarantee is broken, the Mamluks are likely to vassalize Fezzan. If this happens, however, the Mamluks will often annex the country as soon as possible, allowing the player to later capture the region in a war against the Mamluks with Ottoman support. Although at least one of Tunis’ smaller southern neighbors will be friendly toward Tunis, the military discrepancy between Tunis and all of these nations means that annexing and force-vassalizing them is both quick and easy. It is wise to try to diplomatically annex at least one of these nations as they all have increased coring cost as a national tradition as Tunis does. It is relatively easy to quickly conquer   Mzab,   Touggourt, and   Djerid in quick succession or even in some combination if necessary.

Tunis begins the game with a fort in Kef, bordering its capital in Tunis. The player may wish to save up and build another fort on the border with   Fezzan to protect against a possible Mamluk invasion. (Alternatively, if the player wishes to wait, Jufra is an excellent location for a fort once conquered due to being desert terrain and bordering many provinces.) The arid terrain in the eastern provinces of Tunis will slow any Mamluk advance and force them to take attrition penalties as they attempt to siege down the fort. Building another fort on the border with   Tlemcen may be helpful, but if Tunis takes or vassalizes Tlemcen early on that fort won't be useful unless Europeans land troops there later, and by then the player should have a large enough navy to prevent a landing.

If the mission to “protect our brethren in Laghouat” is available, this allows the conquest of Mzab to begin as early as December 1444. Tunis’ diplomats should then be put to work fabricating claims on other Berber minors to the south, particularly Djerid and Touggourt. The player can consider using one diplomat to fabricate claims on Tlemcen if Tlemcen has not allied with Morocco as Tunis is unlikely to win an early war against both Tlemcen and Morocco.

First yearsEdit

In the opening years the player's best course of action is to focus on the minor Berber nations to its south. Mzab, Touggart, and Djerid will likely rival each other and Tlemcen may try to vassalize Mzab. Tunis needs to beat Tlemcen to that, and since a mission to conquer Laghouat (one of Mzab’s provinces) is usually available immediately, Tunis can get off to a quick start and head off potential Tlemceni interference in its acquisition of the provinces to its south.

While diplomatic annexation of the Berber minors is a possibility, force vassalization is relatively easy and quick, though it is ideal to have only one vassal, so a mixture of direct annexation, vassalization, and feeding cores to Tunis’ vassal is optimal. When Tunis can spare diplomats, they should be used to fabricate claims on the nations which can't be vassalized. Once these nations have been annexed in one way or another, Tunis should be able to promote both Berber and Algerian cultures to accepted cultures.

Missions will help Tunis get claims on Tlemcen if rivaled. Although Tlemcen may start out friendly with Tunis, allying with them can hinder expansion, as conquering Tlemcen is an easy path to conquest and avoids immediately going up against Aragon or the Mamluks. Eventually Tunis will find itself in conflict with these larger and more powerful nations, but it needs to strengthen its position first.

If Tunis is not over the relations limit and Tlemcen does not ally a power like Castile or the Ottomans, Tunis can vassalize them in a single war. One down side to vassalization is that it allows Tlemcen to continue to compete with regards to raiding. For this reason the player may focus on taking coastal provinces while optionally feeding interior ones to vassals.

Further expansionEdit

At this point Tunis can set its sights on Morocco to take territory and prevent Castilian and Portuguese expansion there, expand north into Sicily and the other Mediterranean islands, or east into Egypt. All of these options are rather more dangerous than those Tunis has faced up to this point.

Portugal and the Spanish powers, which Tunis may face in a fight over the Moroccan region can end up becoming very powerful off their New World colonies, so Tunis should take care when waging a war against them. If battles against these powers go poorly, the player can consider trying to increase Piety before the next war for a morale bonus.

Morocco can be a reasonably powerful rival to Tunis due to its fairly rich territory (at least by North African standards). Tunis does need to take care in invading Morocco since the forts in both Fez and Tafilat are in mountainous provinces, making sieging them quite difficult. However, Tunis should generally be able to defeat Morocco after having annexed the Berber minors and Tlemcen. Tunis may also have a technological advantage over Morocco due to institution spread (discussed further below).

European politics may well determine how easy or difficult Tunis’ expansion to the north will be. If Aragon and   Naples split up and Castile and Aragon end up fighting each other and/or   France, taking Sicily and   Sardinia may be easy, but continued expansion into the Italian peninsula can lead to some large European coalitions, especially if Tunis manages to take Rome. The Ottomans will help Tunis fight these powerful nations, but the player's Mediterranean fleet needs to be powerful enough to keep Europe at bay if Tunis expands this way. If the stars align to place a powerful united Spain in control of the western Mediterranean islands and southern Italy in Tunis’ way, northward expansion will be considerably more difficult.

Raiding will mean that Christian Mediterranean nations within the 3 seazone limit will strongly dislike Tunis, unless care is taken it avoid a particular nation. This affect potential alliances and significantly slows institution transference from the north. One strategy to greatly help with this is to take Sardinia from Aragon and release it as a Christian vassal. It will tend to have very good relations with The Papal State in particular (as Christian nations normally try to do).

Finally, expanding east into Mamluk territory will give rich rewards from Egypt, but getting too close to the Ottomans without being powerful enough to take them on will lead to them betraying and attacking Tunis. A safe point to end eastward expansion is Sirt, as Bengazi (the westernmost province of the Egypt region) will be coveted by the Ottomans to complete their Conquer Egypt mission. Although the Ottomans may eventually get missions to conquer Tripolitania and Tunisia, it is comparatively rare for this to happen, particularly if the Ottomans are allied to Tunis. However, as the game progresses, the player should bear in mind that there is a possibility that the Ottomans might take this mission and the Ottoman alliance may disappear. Ultimately, Tunis will likely want to expand in all three of these directions as well as down into West Africa and come into conflict with   Songhai and   Timbuktu. The Katsina node is of particularly interest early on since it feeds into the Tunis node, but later on as Tunis gains control of more of the western Maghreb, the Timbuktu node, which feeds into the Safi node, may become an attractive target for Tunisian conquest.

Alternatively, a very viable strategy is to take Exploration as first idea group and target West Africa and the New World for expansion. For that approach, the player should limit expansion into Morocco to the Eastern and Southern provinces only , leaving the rest as a buffer against the Iberian powers. Then use the colonist to drive towards Timbuktu. Because of the significant technological advantage over the West African nations, expansion should be very easy. Make sure to save State slots for the rich gold mines in Mali and Kong. Once all of West Africa is subjugated, the player should be able to command a very large army that can easily take on Castile/Spain or Mamluks.

Exploration also allows Tunis to reach new shores to raid. Islands off of Mexico, India, China and Japan allow for significantly more plunder every 10 years.

Final goalEdit

At this point Tunis should hold significant portions of North Africa as well as the western Mediterranean islands and maybe Italy or parts of West Africa. If the goal as Tunis is to get the Sons of Carthage achievement, or form   Andalusia, Tunis will need to expand into Spain. If France has rivaled Castile/Spain, then allying them is a good move. Otherwise, the player can't do much except look out for a moment of weakness from Spain and build up the Tunisian army. If the Iberian Wedding event failed to fire or   Granada or   León are released in the early game, this will make it easier.\ If the goal is to control all of Africa then Tunis will also come up against Spain and Portugal as well as any other European powers that have colonized in Africa as well. To do this Tunis will need to build heavy ships to ensure the Tunisian navy can take on the Europeans outside as well as inside the Mediterranean. In terms of technology, however, Tunis should have relatively few problems dealing with nations in sub-Saharan Africa due to its beneficial location for institution spread.

Idea groupsEdit

Naval ideas will perform well above average for Tunis as gaining control of the Mediterranean will be crucial for any fights against other Mediterranean powers. This should make Tunis’ galleys very powerful. For this reason, the player may also consider taking Maritime ideas unless Tunis seeks to become a colonial power.

Since one of Tunis’ natural directions of expansion is west, if Tunis can eventually gain a significant share (or control) of the Sevilla node, it can cash in on both its and other nations’ colonies. Exploration ideas will allow for the player to do this, though at an initial disadvantage relative to the Iberian powers, since Tunis’ start position is farther from the New World. If Tunis is only interested in expanding into Africa, Expansion ideas may be a better choice.

Other useful idea groups are the usual suspects: Trade ideas (particularly if/when Tunis establishes itself in the Sevilla node), Administrative ideas if heavy conquest is anticipated, and whatever military decisions the player deems appropriate, though Defensive ideas do deserve honorable mention for stacking nicely with the attrition penalty that Tunisian Ideas impose upon invaders.

Trade strategyEdit

Tunis begins the game in 1444 exclusively controlling provinces in the Tunis node, and from a trade point of view, expansion does not immediately yield trade rewards. With the exception of Titteri, the Tlemceni provinces to the west all lie in the Safi node, which is not connected to the Tunis node either upstream or downstream. (Both nodes, however, flow into the Sevilla node.) If Tunis does indeed expand west, the natural path from trade routes will push it toward the Sevilla node, where it will run into stiff competition from the Iberian powers as well as Mediterranean powers seeking to transfer trade downstream to Genoa. While Tunis can gain a healthy portion of the Sevilla node from controlling Morocco (and the Important Center of Trade in Tangiers) as well as with a large trade fleet, it will only be with the conquest of the province of Sevilla itself that Tunis can cement its control over this valuable trade node.

However, if Tunis has also expanded to the north, it will face the dilemma of the western Mediterranean islands and parts of the Italian peninsula falling into the Genoa node. Tunis may eventually set its sights on this node, though gaining significant power in it will be very costly, involving wars with Spain, well-connected and wealthy Italian states, and possibly even France.

From a trade point of view, expansion eastward beyond Sirt in North Africa does not benefit Tunis unless it gains a significant share of the Genoa node, as the Alexandria node only transfers to Genoa and not to Tunis or Sevilla. This, in combination with the potential for a falling-out with the Ottomans over the area should make the player think twice before setting Tunis’ sights on Egypt.


As Tunisia, own and have cores on Sicily, Sardinia, the Balearic Islands, the coast of Algiers and the southern coast of Spain.

As a Maghrebi nation, have 500 light ships privateering at the same time.
Country guides

Central African technology group     Mutapa
East African technology group     Kilwa
Muslim technology group     Mamluks  Tunis
West African technology group     Mali

Eastern technology group     Jerusalem
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Chinese technology group     Bali   Brunei   Dai Viet   Japan   Khmer   Korea   Majapahit   Malaya   Pagarruyung   Pasai   Sunda
Nomadic technology group     Jianzhou   Timurids   Uzbek

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

Andean technology group     Chachapoya   Cusco   Muisca
South American technology group     Mapuche