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Kingdom rankMorocco
Primary culture
Moroccan (Maghrebi)

Capital province
Fez (343)

Iqta Government monarchy.png

State religion

Technology group
MuslimMuslim technology group
Moroccan ideas
Traditions.png Traditions:
+25% Naval force limit modifier
May raid coasts

Cost of advisors with ruler's culture.png Powerful Viziers

−20% Cost of advisors with ruler's culture

Idea cost.png Sufi Marabouts

−10% Idea cost
−0.1% Monthly piety

Trade efficiency.png Trans-Saharan Trade

+10% Trade efficiency
+20% Caravan power

Galley combat ability.png Defend the Coastline

+20% Galley combat ability

Privateer efficiency.png Protect Pirate Republics

+15% Privateer efficiency

Land maintenance modifier.png Slave Soldiers

−5% Land maintenance modifier
+10% Cavalry combat ability

Autonomy.png Curb Tribal Power

−0.05 Monthly autonomy change

Idea bonus.png Ambition:

+1 Attrition for enemies

Morocco is a country in the Maghreb. It is a re-formable country. It follows the Maliki school of Islam.

Raid coasts

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 (ducats) and  sailors. This idea is also available to Custom Nations.

The  Golden Century DLC introduces Pirate Republics (specifically;   New Providence,   Tortuga,   Port Royal,   So,   Palembang (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.


Main article: Moroccan missions

With   Golden Century Morocco has a unique set of missions.


Main article: Moroccan events

Moroccan events describe the expedition across the Sahara and the political intrigue around the Wattasid dynasty.



 Form Moroccan Kingdom

While she has often been divided Morocco is considered by many to be the strongest nation in the Maghreb spiritually, economically and militarily. Once we control all of the constituent principalities of the kingdom we can reunite the area and rule the western Maghreb from Marrakesh as so many dynasties have done before us.

Potential requirements

The country:

If the country is AI-controlled, then it:

  • is not a former colonial nation.
  • has at least 5 cities.

  Morocco does not exist.
The country:


If Marrakech (344) is part of the HRE, but its owner 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 owner, worth  −50 opinion with a yearly decay of 1.
    • loses  1 imperial authority.

Marrakech (344):

  • becomes the new capital of the owner country.

The country:

If Morocco:

All provinces in orange and one provinces in red must be owned and cored. After formation permanent claims on all provinces in yellow (and red) are gained.


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

  Morocco is a strong North African kingdom with one or two major problems: Both   Castile and   Portugal have missions to take coastal provinces from   Morocco, and they almost always rival   Morocco.   Portugal is often allied with   Castile, so defeating them is a difficult task.

In most situations, The Ottomans make an excellent ally.   Granada will often seek an alliance with Morocco, but doing so will undoubtedly mean getting dragged into defensive wars with   Castile (which has missions to conquer Granada). Winning these wars will be difficult unless Granada has a strong ally like the Ottomans. Since   Golden Century DLC enabled, Granada could be vassalized or conquered with the Moroccan mission tree, so there is no need to get   Granada as an ally.

Granada is useful as a vassal because its first national idea grants a +3 bonus to tolerance of heathens, allowing for easier integration of conquered Iberian provinces.

An obvious early move is to expand eastwards and conquer   Tlemcen. They are strong enough to Rival, but weak enough to be conquered or vassalized, meaning the player should be able to gain some Power Projection early. Allying with   Tunis will make beating   Tlemcen fairly easy. However, this does not need to be a permanent alliance - Tunis is a strong trade province that you can take, taking the entire Magrebi region is a mission, and it allows Morocco to monopolize raids; beware that they usually ally with   Ottomans.

The other strategy is rushing into Iberia by gathering as much Berber states as possible, such as   Tlemcen and   Tunis.   Morocco has 3 vassals.   Sus is the least loyal one that is weak to deal with and   Sus often seeks   Castile as an ally for independence. Therefore,   Morocco could ask   Tlemcen or   Tunis to defend easily. Afterwards, ask   Castile as many ducats as you could and annex Sus. As   England is usually war with   France , rushing   Portugal could be easy. If you have skills, retake Ceuta and south Portugal. There is no need for allying   Aragon anyway, because they rival or hostile   Morocco most of the time. However,   Aragon might fight   Castile, if   Castile and   Portugal alliances are broken. If   Castile and   Aragon fight each other, your Iberian reconquest should be much easier, because of guaranteed no Iberian Wedding event. After the second conquest of   Castile, you should have no problem for future campaign.

Options for dealing with the Portugal/Spain include:

  • Make powerful allies. Stay on good terms with   France and the   Ottomans and have enough of a military that you seem like a desirable partner. Once again, extra care not to raid France is required if that is the player's choice.
  • Invest in the navy. Unless Morocco has become a colonial power, it doesn't have much need for transport ships so you can build cheap Galleys up to your force limit and use them to lock down the Straits of Gibraltar. (Note that this is not an Inland Sea where Galleys get bonuses, so Heavy Ships would be significantly stronger here.)
  • Take advantage of Morocco's strong defensive terrain, using mountain forts and crossing penalties to get defensive bonuses.
  • Make use of Mercenary. Rushing   Castile and   Portugal could get huge ducats if you make use of Straits of Gibraltar.   Castile and   Portugal often lose huge stack when no ships guarding Straits of Gibraltar. Early re-reconqusita is possible especially when they are in separate wars.

Raiding the rich European ports of the Mediterranean is an excellent source of funds, but it creates huge negative relations modifiers. Morocco will not be able to ally these nations unless it chooses to not raid a nation for some time.   France often rivals Castile and would make a good ally, but doing so would require foregoing lucrative raids there. These poor relations with Southern Europe mean institutions will migrate slower (without Nearby Friendly Province's). Stopping raids on a nation for a while can help. Taking a province that already has an institution is another way. One effective strategy is to take one of Aragon's islands and release a catholic vassal or march. It will not suffer Morocco's raiding penalties and will generally maintain good relations with nations the player hasn't rivaled, effectively acting as an ambassador for migrating institutions.

In further expansion, Morocco starts in a good location for reaching the New World, so Exploration idea group is useful. However, since   Golden Century DLC enabled, the Morocco mission tree allows Morocco to get Tuat freely to open up a path to a number of weak countries in Sub-Saharan Africa. That should be easy to conquer.   Timbuktu is a valuable target. In addition to the usual benefits of colonization, Morocco can use it to provide new coasts to raid. Provinces strategically located within 3 sea zones from rich coasts make excellent raiding bases (examples are Miami and islands like Bermuda and many in the Indian Ocean).

  Morocco is poorly located as far as colonial trade goes. While Tangiers provides some trade power in the Seville trade node, it's not really enough to justify moving the home trade node there until the colonies really get established. However, if Morocco can take Seville or Lisbon, it can benefit greatly by moving trade nodes.

Other recommended idea groups include Religious (to counter Inquisition), Diplomatic, Defensive, and Economic for -20% development cost.

With the   Cradle of Civilization DLC enabled, it is recommended that you keep the Maliki school (-10% development cost) as well as stacking other development bonuses to increase your income.

Note: It is possible for Morocco to form   Andalusia - essentially moving your capital to Europe, giving you a better trade node, more trade companies and institution spread bonuses, but there are likely to be cultural acceptance penalties.


Starting as Morocco, conquer the Niger and Sahel Regions.
As a Maghrebi nation, have 500 light ships privateering at the same time.
Country guides

Central African technology group     Kuba  Mutapa
East African technology group     Ethiopia  Mogadishu
Muslim technology group     Mamluks  Morocco  Tlemcen  Tunis
West African technology group     Air  Mali

Eastern technology group     Jerusalem   Kharabakh
Muslim technology group     Afghanistan   Ajam   Arabia   Ardabil   Hisn Kayfa   Hormuz   Oman   Mushasha   Timurids   Qara Qoyunlu
Indian technology group     Assam   Bahmanis   Bengal   Orissa
Chinese technology group     Bali   Brunei   Dai Viet   Japan   Khmer   Korea   Majapahit   Malaya   Pagarruyung   Pasai   Sunda
Nomadic technology group     Jianzhou   Uzbek   Mongolia

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