Difference between revisions of "Mutapa"

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Mutapa's main threat in the early game will be Kilwa, who will usually rival Mutapa. Moreover, another strong nation nearby, Maravi, will also usually rival the player, which often results in a dangerous alliance between them and Kilwa. The following part of this guide will assume Kilwa and Maravi are allied and both rival Mutapa, as this is the hardest possible start.
 
Mutapa's main threat in the early game will be Kilwa, who will usually rival Mutapa. Moreover, another strong nation nearby, Maravi, will also usually rival the player, which often results in a dangerous alliance between them and Kilwa. The following part of this guide will assume Kilwa and Maravi are allied and both rival Mutapa, as this is the hardest possible start.
  
The geographic isolation of the region narrows down the player's possible allies to {{flag|Makua}} and {{flag|Tumbuka}}. One of the countries in the Kongo region (such as {{flag|Kazembe}}) can be allied to deter a combined aggression by Kilwa and Maravi, but they are unlikely to accept a call to an offensive war because of the great distance separating the regions. The safest way to escape this dangerous situation is to wait for Kilwa to be engaged in a difficult war with a neighboring state, as they often do with {{flag|Mombasa}}. The player can exploit the situation and attack Maravi when the weakened Kilwa won't accept a call to arms. Going slightly over the force limit, rushing military technology 3, getting a general from the nobility, as well as hiring a suitable advisor can give Mutapa an edge in this war. As a central African nation, Mutapa starts with the {{icon|Mwari}} Mwari cult available which gives +2.5% {{icon|discipline}} [[discipline]] when embraced (and which happens to have been the historical religion of the Mutapa kingdom).
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The geographic isolation of the region narrows down the player's possible allies to {{flag|Makua}} and {{flag|Tumbuka}}. One of the countries in the Kongo region (such as {{flag|Kazembe}}) can be allied to deter a combined aggression by Kilwa and Maravi, but they are unlikely to accept a call to an offensive war because of the great distance separating the regions. The safest way to escape this dangerous situation is to wait for Kilwa to be engaged in a difficult war with a neighboring state, as they often do with {{flag|Mombasa}}. The player can exploit the situation and attack Maravi when the weakened Kilwa won't accept a call to arms. Going slightly over the force limit, rushing military technology 3, getting a general from the nobility, as well as hiring a suitable advisor can give Mutapa an edge in this war. As a central African nation, Mutapa starts with the {{icon|Mwari}} Mwari cult available which gives {{icon|discipline}} {{green|+2.5%}} Discipline when embraced (and which happens to have been the historical religion of the Mutapa kingdom).
  
 
With Maravi beaten the player will be in a stronger position and can wait for an opportunity to strike Kilwa. Makua and Tumbaka can either be kept as allies or conquered to further boost Mutapa's development. It should be noted that if either of these two is allied with Mutapa and gains some land from the initial war with Maravi, they are likely to break the alliance with Mutapa and rival it (as a result of having no other available rivals). If this happens they will have to be conquered anyway. Mombasa lies to the north of Kilwa and will be eager to help the pleyer if they desire Kilwan land.
 
With Maravi beaten the player will be in a stronger position and can wait for an opportunity to strike Kilwa. Makua and Tumbaka can either be kept as allies or conquered to further boost Mutapa's development. It should be noted that if either of these two is allied with Mutapa and gains some land from the initial war with Maravi, they are likely to break the alliance with Mutapa and rival it (as a result of having no other available rivals). If this happens they will have to be conquered anyway. Mombasa lies to the north of Kilwa and will be eager to help the pleyer if they desire Kilwan land.
  
 
=== Further expansion ===
 
=== Further expansion ===
Assuming Kilwa has been beaten and is no longer a threat, Mutapa has several ways to expand. When access to the sea is gained it is possible to conquer the Malagasy states. Battling them will unlock additional cult, which can be of use. If {{icon|exploration}} exploration or {{icon|expansion}} expansion [[idea groups|ideas]] are chosen Mutapa can [[colonization|colonize]] its way across the Indian Ocean to Indonesia and Australia, or southwards along the African coast up to Cape. Uncolonized inland provinces are usually less valuable, but once colonized they will link the southeastern and central African pockets, which will open a way to wage war on the states in the Kongo region. Another possible route for conquest is northwards towards the Horn of Africa (which will likely speed up [[institutions|institution]] embracement because of greater proximity to Europe).
+
Assuming Kilwa has been beaten and is no longer a threat, Mutapa has several ways to expand. When access to the sea is gained it is possible to conquer the Malagasy states. Battling them will unlock additional cults, which can be of use. If {{icon|exploration}} Exploration or {{icon|expansion}} Expansion [[idea groups|ideas]] are chosen Mutapa can [[colonization|colonize]] its way across the Indian Ocean to Indonesia and Australia, or southwards along the African coast up to Cape. Uncolonized inland provinces are usually less valuable, but once colonized they will link the southeastern and central African pockets, which will open a way to wage war on the states in the Kongo region. Another possible route for conquest is northwards towards the Horn of Africa (which will likely speed up [[institutions|institution]] embracement because of greater proximity to Europe).
 
 
  
 
{{Country navbox|Africa}}
 
{{Country navbox|Africa}}

Latest revision as of 23:26, 4 December 2019

Kingdom rankMutapa
Mutapa.png
Primary culture
Shona (African)

Capital province
Zimbabwe (1184)

Government
Tribal DespotismGovernment tribal.png

State religion
FetishistFetishist.png

Technology group
Central AfricanCentral African technology group
Mutapan ideas
Traditions.png Traditions:
+0.10 Yearly inflation reduction
+10% Goods produced modifier

Discipline.png Mwenemutapa

+5% Discipline

Stability cost modifier.png Rekindling the Royal Fires

−10% Stability cost modifier

Fort maintenance.png Mutapa Architecture

−10% Fort maintenance

Devotion.png Spokesman before the Dead

+1 Yearly devotion
+1 Yearly legitimacy

National tax modifier.png Elected Administrators

+10% National tax modifier

Trade efficiency.png Curva

+10% Trade efficiency

Trade power.png Controlling the Mutapan Riches

+20% Domestic trade power

Idea bonus.png Ambition:

−10% Development cost

Mutapa is a moderately-sized, land-locked tribal nation located in southern East Africa. It is notable for its high concentration of gold and ivory producing provinces. However, it is technologically behind its main rival Kilwa, and has not embraced feudalism. Mutapa is the overlord of Butua.

Strategy[edit]

Starting posision[edit]

Mutapa starts in a southeastern African pocket confined by uncolonized provinces to the northwest and wasteland to southwest. To the northeast lie the other Fetishist nations: Flag of Maravi Maravi with its vassal Flag of Lundu Lundu and two weaker nations: Flag of Makua Makua and Flag of Tumbuka Tumbuka. The whole eastern coast is owned by the Sunni regional power of Flag of Kilwa Kilwa with Flag of Sofala Sofala as its vassal. Mutapa is the second strongest nation in the pocket, although the strongest one, Kilwa, not only has more development, but also has feudalism embraced, which gives them a strong tech advantage over the inland Fetishist countries.

Initial strategy[edit]

Mutapa's main threat in the early game will be Kilwa, who will usually rival Mutapa. Moreover, another strong nation nearby, Maravi, will also usually rival the player, which often results in a dangerous alliance between them and Kilwa. The following part of this guide will assume Kilwa and Maravi are allied and both rival Mutapa, as this is the hardest possible start.

The geographic isolation of the region narrows down the player's possible allies to Flag of Makua Makua and Flag of Tumbuka Tumbuka. One of the countries in the Kongo region (such as Flag of Kazembe Kazembe) can be allied to deter a combined aggression by Kilwa and Maravi, but they are unlikely to accept a call to an offensive war because of the great distance separating the regions. The safest way to escape this dangerous situation is to wait for Kilwa to be engaged in a difficult war with a neighboring state, as they often do with Flag of Mombasa Mombasa. The player can exploit the situation and attack Maravi when the weakened Kilwa won't accept a call to arms. Going slightly over the force limit, rushing military technology 3, getting a general from the nobility, as well as hiring a suitable advisor can give Mutapa an edge in this war. As a central African nation, Mutapa starts with the Cult Mwari.png Mwari cult available which gives Discipline.png +2.5% Discipline when embraced (and which happens to have been the historical religion of the Mutapa kingdom).

With Maravi beaten the player will be in a stronger position and can wait for an opportunity to strike Kilwa. Makua and Tumbaka can either be kept as allies or conquered to further boost Mutapa's development. It should be noted that if either of these two is allied with Mutapa and gains some land from the initial war with Maravi, they are likely to break the alliance with Mutapa and rival it (as a result of having no other available rivals). If this happens they will have to be conquered anyway. Mombasa lies to the north of Kilwa and will be eager to help the pleyer if they desire Kilwan land.

Further expansion[edit]

Assuming Kilwa has been beaten and is no longer a threat, Mutapa has several ways to expand. When access to the sea is gained it is possible to conquer the Malagasy states. Battling them will unlock additional cults, which can be of use. If Exploration idea group.png Exploration or Expansion idea group.png Expansion ideas are chosen Mutapa can colonize its way across the Indian Ocean to Indonesia and Australia, or southwards along the African coast up to Cape. Uncolonized inland provinces are usually less valuable, but once colonized they will link the southeastern and central African pockets, which will open a way to wage war on the states in the Kongo region. Another possible route for conquest is northwards towards the Horn of Africa (which will likely speed up institution embracement because of greater proximity to Europe).

Country guides

Central African technology group Central African.png Mutapa.png Mutapa
East African technology group East African.png Kilwa.png Kilwa
Muslim technology group Muslim.png The Mamluks.png MamluksTunis.png Tunis
West African technology group West African.png Mali.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