For countries in the Maghrebi culture group.
- −25% Naval attrition
- May raid coasts
- +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
Djerid is a country in the Tunisian region of the map.
Form Tunisian Nation
Please help with verifying or updating this infobox. It was last verified for version 1.28.
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.
If the country is AI-controlled, then:
Tunis does not exist.
If Tunis (341) is part of the HRE, but the country is not a member then:
Djerid is in a treacherous position in 1944, starting with just two provinces totaling 8 development. Tunis and Mamluks are major threats in the early game, though if you placate them successfully, Djerid can easily dominate North Africa and begin to take on the rest of the Mediterranean.
Before unpausing the game, it is important to get the right set-up, as Tunis often sends a warning within the first month of play, slowing your game down considerably. Your first thought should be to try to ally Tunis; if they start friendly, it can be possible to do so right away. If that's not possible, it is recommended to rival your two neighbours Fezzan and Touggourt, which ought to give you a mission to conquer Azures (351). Take the mission and declare war immediately, before unpausing the game. Roll for a general and march straight into Touggourt (2456) to engage the army. Chase them wherever they retreat to and that should be a stack-wipe.
One complication is Fezzan, who will sometimes ally Touggourt and join the war. If you managed to ally Tunis, then this should pose no problem, but otherwise you need to hope to secure Touggourt's fort before they siege your capital down. Peace out Touggourt for Azures and Touggourt itself, leaving the pesky Ibadi province of Ouargla for later. If Fezzan joined the war and you have Tunis on your side, it is possible to take the two provinces to the north of Fezzan in a separate peace. This is the easiest way to a sea border, as Mamluks often vassalise Fezzan early on, making that route to the Mediterranean trickier to secure. Of course, humiliate is also nice if it can be done; with the most optimal start, it is possible to get over 50 power projection from this first war alone.
After the first war, your next move is to take Mzab and then to focus on expanding your sea border, which means attacking Tlemcen. You will probably need an ally and anyone who has rivaled them is a good choice, expect Granada, as you don't want to take the prestige hit from declining their defensive call to arms when Castile starts their reconquest.
In the peace deal with Tlemcen, try to get as many sea tiles as possible, as money is scarce and building trade ships to protect trade in the Genoa node (where you should be collecting) is a good way of boosting your income. Also consider getting a border with Portugal if they have expanded into Morocco, as then you will be able to westernize sooner. Take the final province(s) from Touggourt or Fezzan and go to war with Tlencen again when the truce is up in order to take full control of the coast. That is a good time to start westernizing as you will need to consolidate and look for bigger allies (such as Ottomans and Castile) in order to expand further into Mamluks, Morocco, Portugal, Aragon or Tunis.