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Kingdom rankNajd
Primary culture
Bedouin (Levantine)

Capital province
Al-Arid (392)

Tribal Federation Government tribal.png

State religion

Technology group
MuslimMuslim technology group
Najdi ideas
Traditions.png Traditions:
+2% Missionary strength
+15% Movement speed

Army tradition.png Bedouin Poets

+0.5 Yearly army tradition

Missionaries.png Hanbali School

+1 Missionary

Trade power.png Ships of the Desert

+10% Global trade power

Attrition for enemies.png Bedouin Raiders

+1 Attrition for enemies

Cavalry flanking ability.png Arabian Horsemanship

+50% Cavalry flanking ability

Land maintenance modifier.png Unite the Tribes

−5% Land maintenance modifier

Tolerance own.png Enforce Tawhid

+2 Tolerance of the true faith

Idea bonus.png Ambition:

+1 Missionary
For the area, see Najd (area).

Najd is a country in the Middle Eastern region of the map, ruled by the historic House of Sa'ud, and the only country that can be used to get the Jihad achievement. It is one of the multiple countries that may form Arabia.

Its unique national ideas are well-adapted for Jihad, offering a strong +2 missionaries and a 2% bonus to missionary strength.




 Form Arabian Nation

For hundreds of years the Arabs have been divided, but we remember when the Prophet Muhammad, peace be upon him, organized all of us into one ummah, a community of the faithful that transcended tribal affiliation. Today we have overcome disunity and regained the oneness that triumphed in the day of the Prophet and united Arabia

Potential requirements

  Arabia does not exist.

The country:

If the country is AI-controlled, it can not be a custom nation or a former colonial nation.


The country:

  • has an administrative technology of at least level 10.
  • is not a subject nation other than a tributary state.
  • is not at war.
  • owns its core provinces:
    • Alexandria (358), Cairo (361), Aleppo (377), Jerusalem (379), Damascus (382), Medina (384), Mecca (385), Aden (388), Sana'a (390), Al-Arid (392), Al-Qatif (394), Muscat (400), Nizwa (403) and Baghdad (410).


This country:

  • changes to   Arabia.
  • gets   empire government rank.
  • gains permanent claims on all provinces of the regions: Mashriq, Arabia, and Egypt except Lower Nubia that it does not own.
  • gains   25 prestige.
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    •   −0.05 monthly autonomy change
    •   +1 national unrest

If the country:

  • is a member of the Holy Roman Empire but not an elector or the emperor
    • then all its provinces are removed from the HRE.


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

Start and early gameEdit

Najd starts out more or less evenly matched with neighbors   Shammar,   Medina,   Dawasir and   Haasa. Medina will likely be vassalized early by the   Mamluks who will be a major player on the peninsula until the   Ottomans eventually move in. On 11 November 1444 Najd should be able to ally the Mamluks without additional   diplomatic reputation. This will provide a strong defensive alliance. The next step is to find a way to embrace the Feudalism institution within 50 years. Haasa and Medina both start with this institution, but Medina will be protected by the Mamluks and Haasa has a level 3 fort which is expensive to siege with starting manpower and finances. The war with Haasa is viable if the player can ally Hormuz and promise land in the call to war; Hormuz will usually have around 9,000 troops which is enough to siege down the level 3 fort. The alternative is to develop the institution, but this heavily hampers expansion and technological progress as all of Najd's starting provinces are arid desert (+65% development cost).

When planning expansion and rivals, a good goal is containing the Mamluks to allow easier conquests later on. Shammar, Dawasir, and Mikhlaf are key countries to annex early to isolate the Arabian peninsula from further Mamluk expansion. Keep an eye on the rest of the peninsula and be ready to pounce on defeated countries before they can recover from their previous wars.

Unify Arabian peninsulaEdit

Najd's first strong ally will most likely be the   Mamluks or   Timurids, in order to protect against   Qara Qoyunlu, who will inevitably desire the player's lands. Since Hedjaz is a vassal of Mamluks, it's much harder to unify the Arabian peninsula in the very early game. Najd should improve relations with the   Ottomans early, and keep an eye on the possibility of allying them in order to defeat Mamluks. Sadly most of the Arab land is poor so conquering the rich Iraqi provinces from   Qara Qoyunlu should be an early goal. This can be done either with the   Mamluks as an ally (who usually rival them), or once the   Ottomans have decimated their army when they inevitably attack.

Idea groups selectionEdit

As their first idea groups, the player should likely take the Administrative idea group (for the reduced coring cost and ability to reform their government) or the Religious idea group (for the Deus Vult casus belli and the extra missionaries and missionary strength). If the player plans to take the Exploration idea group to secure the uncolonized provinces in East Africa, and expand into Asia (via Pasai and Malacca) later on, they should likely take it as their first or second idea group, in order to maximize its value and keep the Europeans out of Asia as long as possible. The Influence idea group is also a solid choice for expansion via vassals.

Mid-late gameEdit

Najd should expand away from the Ottomans until strong enough to stab them in the back. Expanding can be done through Northern Africa, take note of the fact that   Tunisia is usually allied to the   Ottomans. The Horn of Africa, and the African East Coast, offer relatively easy expansion opportunities, where most countries should be weaker than Najd at this point in time.   Mutapa, once the player reaches it, offers several gold mines, which will give a healthy increase of income (and inflation) to the player. The player can also expand towards West Africa by colonizing the two provinces east of   Funj or south of   Fezzan.

Other expansion opportunities are towards Central Asia and India initially, and in South-East Asia once the player colonizes provinces there. It should be noted that the Ottomans, when they are forced to drop one of their rivals, may rival the player once they are a valid rival for them. As such, seek a second strong alliance.   Timurids and/or   Persia are two countries who are also rather easy to defeat, the former easier than the latter due to the increased morale and usually inferior tech to Persia, given they have not gained strong alliances.

If the player is targeting the Jihad achievement, they must be very aggressive in expanding, and it is recommended to (but nowhere near a must) have conquered the entire Arab peninsula, most of Syria and Egypt by 1500 - 1550, and have a foothold in the Persian and Horn of Africa regions.


As Najd, own 500 Sunni provinces.
Starting as an Arabian Tribal Federation, unite Arabia and have Maximum tribal Allegiance.
Country guides

Eastern technology group     Jerusalem
Muslim technology group     Arabia   Ardabil   Hisn Kayfa   Oman
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   Timurids   Uzbek

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

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