Difference between revisions of "Kongo"

From Europa Universalis 4 Wiki
Jump to navigation Jump to search
(Strategy)
m
 
(48 intermediate revisions by 17 users not shown)
Line 1: Line 1:
{{version|1.17}}
+
{{Version|compilation}}
 
{{Country
 
{{Country
 
|Government=Tribal Monarchy
 
|Government=Tribal Monarchy
Line 9: Line 9:
 
}}
 
}}
 
{{hatnote|For the region, see [[African regions#Kongo|Kongo]].}}
 
{{hatnote|For the region, see [[African regions#Kongo|Kongo]].}}
'''Kongo''' is a small country on the western coast of southern Africa. In 1444 they border their vassals [[Loango]] and [[Ndongo]] to their north and south respectively, [[Tyo]] to the north and [[Yaka]] to the east
+
'''Kongo''' is a small country on the western coast of southern Africa. In 1444 they border their vassals {{flag|Loango}} and {{flag|Ndongo}} to their north and south respectively, {{flag|Tyo}} to the north and {{flag|Yaka}} and {{flag|Kuba}} to the east, and they are vulnerable to European [[colonization]].
, and they are vulnerable to European [[colonization]]. They offer a unique play as a Sub-Saharan African [[Catholic]] Country if the player chooses a start after 1506.
 
  
 
== Events ==
 
== Events ==
{{SVersion|Timeless}}
 
 
{{main|Kongo events}}
 
{{main|Kongo events}}
The Kongolese events simulate the extreme change of Kongo turning into a Christian [[monarchy]] if [[Portugal]] discovers the [[African regions|Congo (region)]]. Should they decide to allow Portuguese missionaries to bring western influences into Kongo, the very traditions and foundations of the small African nation will destabilize and have a temporary, if harsh, set back on the prestige of the nation and legitimacy of the now-King. However, over a period of time the missionaries will change the pagan, tribal Kongo into a Christian monarchy, with all the benefits that come with taking the European courts as example.
+
The Kongolese events simulate the extreme change of Kongo turning into a Christian [[monarchy]] if {{flag|Portugal}} discovers the [[African regions|Congo (region)]]. Should they decide to allow Portuguese missionaries to bring western influences into Kongo, the very foundation of the small African nation will be shaken and the now-King will suffer a temporary, if harsh, drop in prestige and legitimacy. However, over a period of time the missionaries will change the pagan, tribal Kongo into a Christian monarchy, with all the benefits that come with following the example of the courts of Europe.
  
Alternatively, quick threatening of the Portuguese missionaries or executing the aspiring Christian chieftain can turn Kongo in a temporary more stable, if still pagan and tribal, nation. Also a player does not want this even to trigger early, because it will make it hard to ally/vassalize neighbors since they are not Catholic.
+
Alternatively, threatening the Portuguese missionaries or executing the aspiring Christian chieftain can turn Kongo in a temporarily more stable, if still pagan and tribal, nation. Additionally, the player may not want this event to trigger early, as it will make it hard to ally/vassalize neighbors since they are not Catholic.
  
 
== Strategy ==
 
== Strategy ==
 
+
{{add/strategy}}
 
===Overview===
 
===Overview===
  
The Kongo's starting position is very advantageous. It has two vassals, a good amount of territory, a long coast, and the ability to marshal together larger armies than its neighbors, assisted by small vassal armies. It is perfectly poised to quickly dominate its starting area by quickly conquering and annexing neighboring tribes, and as it expands further, it will take advantage of its solid set of national ideas to become a diplomatic and economic powerhouse. In addition, its location in central Africa opens many natural avenues of expansion and makes it easier for the Kongo to contain European expansion towards Africa and Asia.
+
Kongo has an advantageous starting position. It has two vassals: {{flag|Loango}} and {{flag|Ndongo}}. It is certainly the strongest individual country in the area but still needs an ally or two, preferably ones further east like {{flag|Luba}} or {{flag|Kazembe}} that are not in the path of Kongo's early expansion. {{flag|Tyo}}, whose sole province (Anziku) shares the Kongolese culture and is located in Kongo's capital state, is an excellent first target for an early war. Although there is little reason to waste a diplomatic slot on Tyo, it is up to the player whether to annex or vassalize other vanquished tribes. The tribal government reduces the number of potential diplomatic relations, but Administrative monarch points are vastly more important than Diplomatic points in the early game. Beginning the process of integrating the starting vassals as soon as possible will free up space for more relations and boost the country's development and force limit.  
 
 
Unfortunately, the Kongo will, from the beginning, face a series of significant hurdles that must be overcome if it is to achieve its destiny as Africa's greatest empire. It begins as a tribal nation that has not adopted Feudalism, increasing technology costs by 50%. This penalty that will soon begin to rise as new institutions appear in Europe, beginning with the Renaissance after 1450 and proceeding to Colonialism after 1500. Its position on the coast, while offering the ability to explore and expand across the Atlantic, means that sooner or later, Spain and Portugal will reach the Kongo's borders and may seek to seize some of its lands by force. In order to resist the Europeans, it is necessary to quickly expand and adopt new institutions in order to catch up in technology.
 
 
 
===Opening Moves===
 
  
The Kongo begins with two vassals: [[Loango]] and [[Ndongo]]. This and its relatively large size in comparison to its neighbors make it the strongest individual country in the area, but it cannot stand against a unified alliance. The easiest way to avoid having to face down a vast alliance is for the Kongo to secure an ally of its own, preferably one further east like [[Luba]]. It can be a good idea to start an early war, as waiting too long can result in the Kongo's ally aligning itself with one of the initial targets, complicating early expansion. It is up to the player to decide whether to annex or vassalize vanquished tribes. The tribal government reduces the number of potential diplomatic relations, but Administrative monarch points are vastly more important than Diplomatic points in the early game.
+
Unfortunately, Kongo starts without any embraced institutions and is not in a convenient place to secure them without force development. The European colonizers pose a grave existential threat. Still, Kongo has the potential to turn the tides and drive the Europeans from Africa forever.
  
Either at the beginning of the game or after the first war of expansion, the Kongo should direct its efforts towards development of a single province, preferably the capital. Every time a province's base tax, production, or manpower are increased, the province gains progress towards the oldest institution not present, which is Feudalism at the game's start. It will take a lot of monarch points to get any province to gain Feudalism, but the rewards are significant. The massive increase in the province's development will, even by itself, significantly raise income from tax, boost the trade value of the Kongo node, and increase the national manpower pool. In addition, it will open the possibility to embrace Feudalism, eliminating the 50% tech penalty and fulfilling a key condition for reforming the government. It is usually worth it to take out loans to embrace Feudalism. Once this first institution has been adopted, it will swiftly spread to all of the Kongo's provinces. Be warned that it will also spread beyond the kingdom's borders and eventually be adopted by nearby enemies; leveraging the Kongo's new technological advantage to conquer the remaining states in the area will eliminate the danger of these enemies threatening Kongolese expansion in the future.
+
The main challenge is getting the first 4 institutions: Feudalism, Renaissance, Colonialism, Printing Press. Without them, there is no hope of kicking the Europeans out of Africa because Kongo will fall way behind on techs and ideas. It's advisable to hold off on research if Kongo has significant penalties (above 20%)
  
The Renaissance will arise in Europe soon after 1450. Adopting it in any reasonable amount of time will require another period of massive investment in development, but it is not difficult to catch up in technology once the penalty has been eliminated. It is not necessary to rush this institution immediately after it is born, as the increase to technology costs will only begin to become noticeable after a decade or so, but it is a good idea to have it before the birth of Colonialism in 1500.
+
'''Feudalism'''
 +
The easiest way to get Feudalism is to declare a no-CB war on one of the nations on the east coast of Africa. Ideally pick on a nation with usable claims. Vassalize the target, pick the relation bonus cult, and integrate the vassal after 10 years. At this point, it is still best so save monarch points and forego researching more technologies for now. Conquering more provinces with Feudalism and lowering the provinces' autonomy will help speed up the embracement of Feudalism.
  
===Conversion of the Kongo===
+
'''Renaissance'''
 +
After embracing Feudalism, Kongo can start investing in research while the penalties from not embracing the Renaissance are still low. [[Exploration]] is the optimal first idea group to choose. As the penalties scale, it is recommended to save monarch points for development and ideas. Most likely, it will be necessary to manually spawn the Renaissance institution via development. Once free of the tech penalties, more research can be done.
  
Portuguese explorers will discover the Kongo rather quickly, which will soon trigger an event chain that offers the Kongolese the chance to convert to Catholicism. Converting to Christianity will permanently strengthen relations with all of Europe and deny Catholic Spain and Portugal the use of the Deus Vult casus belli, reducing the threat from western empires. It will also allow the Kongo to use the same casus belli to conquer nearby Fetishist and Muslim countries without having to fabricate claims. Fetishist provinces give a bonus to the strength of non-pagan missionaries working to convert the local populace, so it will take relatively little time to bring the entirety of the country into the Christian fold, minimizing religious unrest post-conversion. Lastly, conversion to Catholicism opens up the possibility to later becoming Protestant or Reformed if their bonuses seem more appealing than the Catholic Curia.  
+
'''Colonialism'''
 +
Kongo is an excellent position to colonize South America, assuming it has invested sufficiently in Exploration. Creating a colonial nation in Brazil will spread Colonialism to the homeland's provinces, saving thousands of monarch points in development costs.
  
The primary disadvantages of conversion are losing the ability to wage holy wars on European Christians and, if the [[Rights of Man]] DLC is activated, the loss of the benefits provided by cults, some of which are very useful. Without Rights of Man, conversion is generally a stronger option; with it, the opportunity cost from the loss of cults makes staying Fetishist a more viable option. Since Fetishists who take the Christianity cult regularly get an event that grants +50 to relations with all Christian countries, the increased relations from converting outright are less significant with Rights of Man enabled.
+
'''Printing Press'''
 +
The simplest way to get the Printing Press is to convert to Catholicism via event (assuming the Portuguese reach the Kongo's shores) and then manually convert to Protestantism. This carries a serious risk of plunging Kongo into an extended period of instability and chaos, but it is still a viable strategy if one prepares by saving up administrative monarch points and getting Religious ideas. Otherwise, a border with a European nation or manual development will be necessary. A Catholic Kongo may be able to secure alliances with either Spain or Portugal (or both) to quicken the institution spread.
  
On a final note about religion, the decision to convert or not is also a key factor in the Kongo's choice of idea groups. Because Fetishists gain a large bonus to tolerance of heathens, a Fetishist Kongo will hugely benefit from Humanist ideas as the high tolerance will reduce or eliminate penalties to religious unity, which in combination with the reduced length of separatism will significantly reduce unrest in newly-conquered provinces. A Christian Kongo will benefit more from Religious ideas that grant the kingdom the Holy War casus belli against most of the world and permit rapid conversion of Kongolese territories. Still, neither choice in religion precludes either idea group: Religious and Humanist are both excellent idea groups regardless.
+
'''Gold Mines'''
 +
Monarch points are at a premium for Kongo so an early priority is to get money for good advisors. The starting region is poor and initially empty of trade, but securing a foothold in East Africa with a no-CB war will give Kongo the opportunity to seize the region's gold mines, which will fill the nation's coffers. Development of the gold-producing provinces is highly recommended.
  
===The Fight for Africa===
+
===Religion===
  
Soon after the Portuguese arrive, Portugal and Spain/Castile will colonize the coasts of West Africa and proceed further and further south as the years press on. Of all the colonial powers, the Iberian kingdoms receive the most bonuses to colonization and will spread the most rapidly, and if the Kongo does not begin to colonize north of Loango, the Europeans will soon close the gap with their colonies. A border with either country will enable the Iberians to attack either using claims or the Holy War casus belli, and even if the Kongo has caught up in technology, the well-developed western empires will initially be able to field larger armies boosted by their powerful national ideas.  
+
In terms of religion, Kongo has multiple paths. The country has a short, unique event chain that will allow it to convert to Catholicism and reform its government all at once, which only requires being discovered by Portugal. From there, Kongo could also convert to Protestant or Reformed as desired. It could also convert to Sunni by decision after taking land in West Africa or East Africa, or it could simply remain Fetishist. The choice depends on the player's goals and active DLC.
  
This point in the game is when the Kongo is most vulnerable. Sending diplomats to increase relations with nearby European powers will lessen the likelihood of war and even open the possibility of an alliance with one of the colonizers. If Spain begins to turn hostile, France is the best choice for an ally as it rarely displays interest in Africa and often rivals Spain. If France refuses an alliance, Portugal is often open to good relations, especially if the Kongo chose to convert to Catholicism. Also, securing the allegiance or support of any remaining Africa neighbors will boost the Kongo's power.
+
Catholicism is the easiest religion to convert to because the Embrace the Counter-Reformation decision will grant 2 free extra missionaries, making conversion a lot quicker. Kongo will also enjoy a constant river of papal influence from converting so many provinces, but will not have access to the papal controller mechanic because Kongo has no cardinal seats. Catholic is a good choice but can be risky for a colonialist Kongo, which may struggle to establish a colonial nation and convert to Catholicism in time to activate the Treaty of Tordesillas in Kongo's favor. Beyond that, Catholic Kongo is more likely to secure good relations and alliances with Spain and Portugal.
  
Should a European power invade before the Kongolese are fully ready, it is strongly advised to take advantage of any defensible terrain and whatever forts that are present to hold them back and bleed them out. Offensive operations at this early point are futile as the European powers will be able to build larger navies that will sink any transports, and any armies that successfully make it to Iberia proper will be trapped in long sieges and likely wiped out by large, defending armies. Thankfully, the armies the Europeans send to invade are often much, much smaller than those they leave at home, allowing the Kongolese to pick off smaller groups one by one. Unless the Kongo is allied with another European power in the war, it is better to seek a white peace as soon as possible to force a truce and buy time to prepare for the next war. If it is possible to make demands, dissolving alliances between European powers will weaken them. The player should be cautious about taking land that may be difficult or impossible to defend in later wars. If territory far from the Kongolese heartland is taken in peace, building another army in the conquered provinces is strongly advised, as it is very risky to rely on transporting troops across the ocean during war until the Kongo's navy is unquestionably dominant.
+
Protestant and Reformed cannot match Catholicism's speed of conversion but offer their own unique benefits, and unlike Catholicism, all of these two religion' mechanics are open to Kongo. Protestant can be very good for a Kongo seeking to extensively colonize South America if Spain and Portugal already have established themselves there.
  
===Outward Expansion===
+
Converting to Sunni spares Kongo the effort of converting stubborn Sunni subjects in the Muslim-dominated regions of Africa. A player with relevant DLC like Cradle of Civilizations also can make use of the religion's powerful mechanics.
  
The Kongo is surrounded in every direction by empty provinces waiting to be colonized. To that end, Exploration is a solid first idea group to choose, as colonizing the coast of West Africa and nearby islands will prevent the Europeans from gobbling up the African continent. The Kongo also enjoys the best position in the game to found South American colonial nations and can easily have its first one formed by the early 1500's. If so, there is a high probability that the Colonialism institution will be born in the Kongo's borders. If the kingdom is so fortunate, it can move to adopt Colonialism quickly and the vast distance between Central Africa and the European mainland will slow the institution's spread to the Western empires, giving Kongo an opportunity to catch up in technology. If Colonialism is born in Europe instead, it will spread quickly in Kongolese ports if the Kongo has founded a colonial nation and can be hastened with development as usual.
+
Remaining Fetishist is a viable strategic option if (and only if) Rights of Man is activated. In this case, Kongo's growing empire will give it access to many cults and Kongo should make sure to invade other regions in Africa, particularly West Africa and Madagascar, to secure new cults; later on it might be a good idea to secure a foothold in Asia to get the Hindu and Buddhist cults. Mwari is a good cult during the early wars but later on Kongo might find itself drawn to more exotic cults like Christianity or Buddhadharma.
  
Left to their own devices, the Europeans will overrun the entirety of North America and colonize all available coastal space in western and southern Africa. Armed with Exploration ideas, the Kongo is well-placed to compete with the colonial powers and hinder their expansion outside of Europe. It is a good idea to head them off by colonizing the open coastal provinces in West Africa and the various unpopulated islands in the Atlantic. Limiting European colonies to northern Africa and the Americas will slow their colonial expansion in Africa and Asia by limiting their colonial range until later in the game when ideas and Diplomacy technology render distance largely irrelevant.  
+
It is possible that Kongo will not reach West Africa or Madagascar before they are converted to Sunni. In this case, there is a workaround to gain the region's cults. Simply conquer a province in the region, convert it to Fetishist, and then release the province to a previously non-existent tag as a Fetishist one province minor. Declare war as soon as the truce is up and the cults should become available.
  
With its many open paths of expansion, the Kongo is capable of pushing in multiple directions at once. The key point to bear in mind during this burst of expansion is the same as most countries in the rest of the world: the European empires will remain an omnipresent threat unless they are contained or destroyed. Other African powers are rarely pose much of a threat. Although Kongolese technological advancement will result in the eventual spread of institutions to all of Africa, it is highly unlikely that any other African nation will be able to further their borders or develop their provinces as quickly or thoroughly as the budding Kongolese empire can. These states can easily be destroyed or annexed at the player's leisure, as the Europeans are less likely make major inroads into Africa's interior while they focus on colonizing the Americas, especially should the Kongo terminate such a possibility entirely by taking the coasts and blocking European expansion into Africa.
+
'''Force-Spawning Institutions'''
  
If the Kongo chooses to colonize Brazil, the Kongolese will find themselves in heated competition with the French, Spanish, Portuguese, and possibly the English as the myriad colonial powers strive to expand and strengthen their colonial nations. The nice thing about this is that some of these empires will almost always hate each other and frequently engage in destructive wars. Should a nearby competitor become distracted by a major war in Europe, the Kongolese can exploit this advantage to take low-cost provinces from colonial nations because even a European power will struggle to protect its colonies while defending its homeland in Europe. The wars of conquest and continuing colonization efforts will create large, powerful colonial nations that will increase the Kongo's force limit and strengthen their trading capabilities with extra merchants, in turn increasing the ability of the Kongolese to effectively wage war on the Europeans.
+
Monarch points spent on development give progress towards the next Institution that has yet to spread to the province. Note that development given through events does not count towards Institution progress, and if there are multiple un-embraced Institutions in the province, only the first one will receive progress. Each institution will require investing approximately 25-30 development in a province, which will be a total cost of 2,400 to 3,400 total monarch points. Institution spread will start in small increments and grow to larger increments as more development happens (so your first development may give 1.5% spread while your 25th development may give 9.5% spread).
  
Some players, especially those doing achievement runs, will focus instead on uniting Africa. While colonial nations will help with any strategy of expansion, it will divert resources and colonists from colonizing the African interior, already a slow endeavor because of the tropical terrain and large number of aggressive natives in this region. The earlier the Kongolese settle the empty provinces in South Africa and around the Great Lakes, the sooner they can unleash their armies on the unprepared, divided countries of East Africa. Though some of the larger nations will require multiple wars to be annexed or force-vassalized, they are unlikely to offer any serious resistance, especially if they are lagging behind in institutions and technology.
+
The best provinces to invest in have high Institution spread rates and lower development costs. The capital region, ports, and the capital itself give bonuses to Institution spread. Grasslands have the lowest penalty to development in the tropical area. For this reason, the best order to develop in is:
 +
#Mpemba (+22.5% spread, +10% dev cost)
 +
#Soyo (+17.5% spread, +15% dev cost)
 +
#Mbata (+12.5% spread, +15% dev cost)
 +
#Mpangu (+12.5% spread, +15% dev cost)
 +
#Mbamba (+17.5% spread, +30% dev cost)
 +
#Yaka (+7.5% spread, +15% dev cost)
 +
#Kumbana (+7.5% spread, +15% dev cost)
 +
However, after embracing 4 Institutions, Global Trade has been reached and it is unlikely that force spawning will be needed.
  
 
==Achievements==
 
==Achievements==

Latest revision as of 13:36, 24 July 2020

Kongo
Kongo.png
Primary culture
Kongolese (Congo)

Capital province
Mpemba (1170)

Government
Tribal Monarchy Government tribal.png

State religion
FetishistFetishist.png

Technology group
Central AfricanCentral African technology group
Kongo ideas
Notes:

For Flag of Kongo Kongo, Flag of Loango Loango and Flag of Ndongo Ndongo.


Traditions.png Traditions:

+10% Trade efficiency
−20% Land attrition

National tax modifier.png Kongolese Tax Exchange

+10% National tax modifier

Chance of new heir.png Election of Manikongos

+50% Chance of new heir

Military technology cost.png Imported European Weaponry

−10% Military technology cost

Diplomatic reputation.png Diplomacy With European Monarchs

+1 Diplomatic reputation
−25% Envoy travel time

Provincial trade power modifier.png The Triangle Trade

+10% Provincial trade power modifier
+5% Infantry combat ability

Production efficiency.png Foreign Demand For Slaves

+10% Production efficiency

Discipline.png Defend Against the Colonists

+5% Discipline

Idea bonus.png Ambition:

+30% Improve relations
For the region, see Kongo.

Kongo is a small country on the western coast of southern Africa. In 1444 they border their vassals Flag of Loango Loango and Flag of Ndongo Ndongo to their north and south respectively, Flag of Tyo Tyo to the north and Flag of Yaka Yaka and Flag of Kuba Kuba to the east, and they are vulnerable to European colonization.

Events[edit]

Main article: Kongo events

The Kongolese events simulate the extreme change of Kongo turning into a Christian monarchy if Flag of Portugal Portugal discovers the Congo (region). Should they decide to allow Portuguese missionaries to bring western influences into Kongo, the very foundation of the small African nation will be shaken and the now-King will suffer a temporary, if harsh, drop in prestige and legitimacy. However, over a period of time the missionaries will change the pagan, tribal Kongo into a Christian monarchy, with all the benefits that come with following the example of the courts of Europe.

Alternatively, threatening the Portuguese missionaries or executing the aspiring Christian chieftain can turn Kongo in a temporarily more stable, if still pagan and tribal, nation. Additionally, the player may not want this event to trigger early, as it will make it hard to ally/vassalize neighbors since they are not Catholic.

Strategy[edit]

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

Overview[edit]

Kongo has an advantageous starting position. It has two vassals: Flag of Loango Loango and Flag of Ndongo Ndongo. It is certainly the strongest individual country in the area but still needs an ally or two, preferably ones further east like Flag of Luba Luba or Flag of Kazembe Kazembe that are not in the path of Kongo's early expansion. Flag of Tyo Tyo, whose sole province (Anziku) shares the Kongolese culture and is located in Kongo's capital state, is an excellent first target for an early war. Although there is little reason to waste a diplomatic slot on Tyo, it is up to the player whether to annex or vassalize other vanquished tribes. The tribal government reduces the number of potential diplomatic relations, but Administrative monarch points are vastly more important than Diplomatic points in the early game. Beginning the process of integrating the starting vassals as soon as possible will free up space for more relations and boost the country's development and force limit.

Unfortunately, Kongo starts without any embraced institutions and is not in a convenient place to secure them without force development. The European colonizers pose a grave existential threat. Still, Kongo has the potential to turn the tides and drive the Europeans from Africa forever.

The main challenge is getting the first 4 institutions: Feudalism, Renaissance, Colonialism, Printing Press. Without them, there is no hope of kicking the Europeans out of Africa because Kongo will fall way behind on techs and ideas. It's advisable to hold off on research if Kongo has significant penalties (above 20%)

Feudalism The easiest way to get Feudalism is to declare a no-CB war on one of the nations on the east coast of Africa. Ideally pick on a nation with usable claims. Vassalize the target, pick the relation bonus cult, and integrate the vassal after 10 years. At this point, it is still best so save monarch points and forego researching more technologies for now. Conquering more provinces with Feudalism and lowering the provinces' autonomy will help speed up the embracement of Feudalism.

Renaissance After embracing Feudalism, Kongo can start investing in research while the penalties from not embracing the Renaissance are still low. Exploration is the optimal first idea group to choose. As the penalties scale, it is recommended to save monarch points for development and ideas. Most likely, it will be necessary to manually spawn the Renaissance institution via development. Once free of the tech penalties, more research can be done.

Colonialism Kongo is an excellent position to colonize South America, assuming it has invested sufficiently in Exploration. Creating a colonial nation in Brazil will spread Colonialism to the homeland's provinces, saving thousands of monarch points in development costs.

Printing Press The simplest way to get the Printing Press is to convert to Catholicism via event (assuming the Portuguese reach the Kongo's shores) and then manually convert to Protestantism. This carries a serious risk of plunging Kongo into an extended period of instability and chaos, but it is still a viable strategy if one prepares by saving up administrative monarch points and getting Religious ideas. Otherwise, a border with a European nation or manual development will be necessary. A Catholic Kongo may be able to secure alliances with either Spain or Portugal (or both) to quicken the institution spread.

Gold Mines Monarch points are at a premium for Kongo so an early priority is to get money for good advisors. The starting region is poor and initially empty of trade, but securing a foothold in East Africa with a no-CB war will give Kongo the opportunity to seize the region's gold mines, which will fill the nation's coffers. Development of the gold-producing provinces is highly recommended.

Religion[edit]

In terms of religion, Kongo has multiple paths. The country has a short, unique event chain that will allow it to convert to Catholicism and reform its government all at once, which only requires being discovered by Portugal. From there, Kongo could also convert to Protestant or Reformed as desired. It could also convert to Sunni by decision after taking land in West Africa or East Africa, or it could simply remain Fetishist. The choice depends on the player's goals and active DLC.

Catholicism is the easiest religion to convert to because the Embrace the Counter-Reformation decision will grant 2 free extra missionaries, making conversion a lot quicker. Kongo will also enjoy a constant river of papal influence from converting so many provinces, but will not have access to the papal controller mechanic because Kongo has no cardinal seats. Catholic is a good choice but can be risky for a colonialist Kongo, which may struggle to establish a colonial nation and convert to Catholicism in time to activate the Treaty of Tordesillas in Kongo's favor. Beyond that, Catholic Kongo is more likely to secure good relations and alliances with Spain and Portugal.

Protestant and Reformed cannot match Catholicism's speed of conversion but offer their own unique benefits, and unlike Catholicism, all of these two religion' mechanics are open to Kongo. Protestant can be very good for a Kongo seeking to extensively colonize South America if Spain and Portugal already have established themselves there.

Converting to Sunni spares Kongo the effort of converting stubborn Sunni subjects in the Muslim-dominated regions of Africa. A player with relevant DLC like Cradle of Civilizations also can make use of the religion's powerful mechanics.

Remaining Fetishist is a viable strategic option if (and only if) Rights of Man is activated. In this case, Kongo's growing empire will give it access to many cults and Kongo should make sure to invade other regions in Africa, particularly West Africa and Madagascar, to secure new cults; later on it might be a good idea to secure a foothold in Asia to get the Hindu and Buddhist cults. Mwari is a good cult during the early wars but later on Kongo might find itself drawn to more exotic cults like Christianity or Buddhadharma.

It is possible that Kongo will not reach West Africa or Madagascar before they are converted to Sunni. In this case, there is a workaround to gain the region's cults. Simply conquer a province in the region, convert it to Fetishist, and then release the province to a previously non-existent tag as a Fetishist one province minor. Declare war as soon as the truce is up and the cults should become available.

Force-Spawning Institutions

Monarch points spent on development give progress towards the next Institution that has yet to spread to the province. Note that development given through events does not count towards Institution progress, and if there are multiple un-embraced Institutions in the province, only the first one will receive progress. Each institution will require investing approximately 25-30 development in a province, which will be a total cost of 2,400 to 3,400 total monarch points. Institution spread will start in small increments and grow to larger increments as more development happens (so your first development may give 1.5% spread while your 25th development may give 9.5% spread).

The best provinces to invest in have high Institution spread rates and lower development costs. The capital region, ports, and the capital itself give bonuses to Institution spread. Grasslands have the lowest penalty to development in the tropical area. For this reason, the best order to develop in is:

  1. Mpemba (+22.5% spread, +10% dev cost)
  2. Soyo (+17.5% spread, +15% dev cost)
  3. Mbata (+12.5% spread, +15% dev cost)
  4. Mpangu (+12.5% spread, +15% dev cost)
  5. Mbamba (+17.5% spread, +30% dev cost)
  6. Yaka (+7.5% spread, +15% dev cost)
  7. Kumbana (+7.5% spread, +15% dev cost)

However, after embracing 4 Institutions, Global Trade has been reached and it is unlikely that force spawning will be needed.

Achievements[edit]

African Power icon
Own and have cores on all provinces in Africa as Kongo.
Country guides

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

Eastern technology group Eastern.png Jerusalem.png Jerusalem
Muslim technology group Muslim.png Arabia.png Arabia Ardabil.png Ardabil Hisn Kayfa.png Hisn Kayfa Oman.png Oman
Indian technology group Indian.png Assam.png Assam Bahmanis.png Bahmanis Bengal.png Bengal Orissa.png Orissa
Chinese technology group Chinese.png Bali.png Bali Brunei.png Brunei Dai Viet.png Dai Viet Japan.png Japan Khmer.png Khmer Korea.png Korea Majapahit.png Majapahit Malaya.png Malaya Pagarruyung.png Pagarruyung Pasai.png Pasai Sunda.png Sunda
Nomadic technology group Nomadic.png Jianzhou.png Jianzhou Timurids.png Timurids Uzbek.png Uzbek

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