Difference between revisions of "Shammar"

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'''Shammar''' is a three province country in the [[Middle East|Middle Eastern region]] of the map, ruled by the Rashidi dynasty. Shammar borders: {{flag|Qara Qoyunlu}} at the NE, {{flag|Haasa}} at the E, {{flag|Najd}} at the S and {{flag|Hejaz}} at the W. At North border of Shammar lies inaccessible wasteland province of Badiyat ash Sham (2334). Shammar with its Bedouin culture is one of the multiple countries that may form [[Arabia]].
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'''Shammar''' is a three province country in the [[Middle East|Middle Eastern region]] of the map, ruled by the Rashidi dynasty. Shammar borders: {{flag|Qara Qoyunlu}} to the northeast, {{flag|Haasa}} to the east, {{flag|Najd}} to the south and {{flag|Hejaz}} to the west. To the northern border of Shammar lies the inaccessible wasteland province of Badiyat ash Sham (2334). Shammar with its Bedouin culture is one of the multiple countries that may form [[Arabia]].
  
 
== Decision ==
 
== Decision ==
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== Strategy ==
 
== Strategy ==
 
=== Overview ===
 
=== Overview ===
Shammar starts game with 3 {{icon|province}} provinces: Jabal Shammar (393), Unaizah (2337) and Hafar (2338). Country has 9 {{icon|development}} development, which split up for one from each category in each province. It is a weakest country in Arabian Peninsula as of 1444. From the beginning, it is rivalled by [[Najd]] and [[Haasa]], and can rival no other countries than them. The only other country that Shammar can ally right away is [[Yemen]], since it has a friendly attitude. With a little diplomatic work the [[Mamluks]] can join as defensive ally, and some Sunni countries on the Horn of Africa or Western India can be persuaded into an alliance as well.
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Shammar starts the game with 3 {{icon|province}} provinces: Jabal Shammar (393), Unaizah (2337) and Hafar (2338). The country has 9 {{icon|development}} development, which is split up into one from each category in each province. It is a weakest country on the Arabian Peninsula as of 1444. From the beginning, it is rivalled by [[Najd]] and [[Haasa]], and can rival no other countries than them. The only country that Shammar can ally right away is [[Yemen]], since it has a friendly attitude. With a little diplomatic work the [[Mamluks]] can join as defensive ally, and some Sunni countries on the Horn of Africa or Western India can be persuaded into an alliance as well.
  
Most obvious first target for the player should be one of their rivals. Whether it should be Haasa or Nejd would depend on alliances. The player is likely to get a mission to conquer the of Grane from [[Qara Qoyunlu]]. However, unless they are attacked and heavily beaten by someone else, they would make a rather tough enemy. After attacking one of their rivals, the player may either annex, vassalize, or perhaps take majority of provinces and humiliate. The last option should give the player enough [[power projection]] to get the monarch points bonus, while not taking too many [[Shia]] provinces would prevent a big decrease in [[religious unity]]. If the player has chosen Najd as the first victim, the game can be played quite similar as in the [[Jihad]] strategy. Of course, Shammar is not eligible to gain this [[achievement]], but they can easily get [[Arabian Coffee]] after forming [[Arabia]].
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The most obvious first target for the player should be one of their rivals. Whether it should be Haasa or Nejd depends on their alliances. The player is likely to get a mission to conquer Grane from [[Qara Qoyunlu]]. However, unless they are attacked and heavily beaten by someone else, they would make a rather tough enemy. After attacking one of their rivals, the player may either annex, vassalize, or perhaps take a majority of provinces and humiliate. The last option should give the player enough [[power projection]] to get the monarch points bonus, while not taking too many [[Shia]] provinces would prevent a big decrease in [[religious unity]]. If the player has chosen Najd as the first victim, the game can be played quite similar to the [[Jihad]] strategy. Of course, Shammar is not eligible to gain this [[achievement]], but they can easily get [[Arabian Coffee]] after forming [[Arabia]].
  
 
=== Ideas ===
 
=== Ideas ===
Shammar uses Arabian national ideas, which are not heavy oriented toward any aspect of the game. Traditions, ambition and ''“Arabian Horses”'' idea deal with military aspect,  
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Shammar uses Arabian national ideas, which are not heavily oriented toward any aspect of the game. Traditions, ambition and the ''“Arabian Horses”'' idea deal with the military aspect,  
three ideas deal with trade/economy aspect of the game, one decrease [[unrest]], one supports missionary activity slightly, and one increase prestige. There is a notable lack of any diplomacy and navy oriented ideas.
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three ideas deal with the trade/economy aspect of the game, one decreases [[unrest]], one supports missionary activity slightly, and one increase prestige. There is a notable lack of diplomatically and navally oriented ideas.
  
 
Suggested idea groups would include:
 
Suggested idea groups would include:
* {{icon|aristocratic}} Aristocratic – first bonus from this group, ''“Noble Knights”'' increase cavalry combat ability ({{green|+10%}} {{icon|cavalry combat ability}}), while decreasing its price ({{green|-15%}} {{icon|cavalry cost}}). This plays well with {{icon|muslim}} Muslim technology group, which has increased cavalry to infantry ratio, and with ''“Arabian Horses”'' idea lowering cavalry price even further down to {{green|-25%}} {{icon|cavalry cost}}. Military technology cost reduction ({{green|-10%}} {{icon|military tech cost}}) is worthy as well, since it would help neglecting {{red|+40%}} penalty from Muslim techgroup.
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* {{icon|aristocratic}} Aristocratic – the first bonus from this group, ''“Noble Knights”'' increase cavalry combat ability ({{green|+10%}} {{icon|cavalry combat ability}}), while decreasing its price ({{green|-15%}} {{icon|cavalry cost}}). This plays well with the {{icon|muslim}} Muslim technology group, which increases cavalry to infantry ratio, and with the ''“Arabian Horses”'' idea, lowering cavalry price even further down to {{green|-25%}} {{icon|cavalry cost}}. Military technology cost reduction ({{green|-10%}} {{icon|military tech cost}}) is always good as well.
* {{icon|trade}} Trade – Shammar have same bonuses for trade in Arabian national ideas, they can enhance them further with this idea group to make trade their primary income.  
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* {{icon|trade}} Trade – Shammar has some bonuses for trade in Arabian national ideas and they can enhance them further with this idea group to make trade their primary source of income.  
* {{icon|exploration}} Exploration – having a capital in the Asia allows Shammar to colonise reach Indonsian provinces without oversee penalty. Potential colonies in Africa are also close enough, and from there player can go to South America and get some nice colonial nation and a free {{icon|merchant}} with it as well.  
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* {{icon|exploration}} Exploration – having a capital in Asia allows Shammar to reach the Indonesian provinces without taking the overseas penalty. Potential colonies in Africa are also close enough, and from there player can go to South America and get some nice colonial nations and free {{icon|merchant}}s with it as well, if the player is fast enough.  
* {{icon|expansion}} Expansion – great idea, it enhances both trade (with trade ideas and Arabian ''“Bedouin Traders”'' Shammar would get massive {{green|+50%}} {{icon|global trade power}} global trade power) and colonization, and – after [[westernisation]] – gives great [[casus belli]] for close nations in Africa, India and Far East. Less worth to choose if the player decides to not westernise.   
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* {{icon|expansion}} Expansion – a great idea group, as it enhances both trade (with trade ideas and Arabian ''“Bedouin Traders”'' Shammar would get a massive {{green|+50%}} {{icon|global trade power}} global trade power) and colonization.   
* {{icon|administrative}} Administrative, {{icon|innovative}} Innovative or {{icon|economic}} Economic – one of this ideas is required to [[Decisions#Tribal|reform the government]]. First two can help neglect technological disadvantage, Moreover, with Innovative player will save on {{icon|advisor cost}} advisor cost (so more skilled one can be employed), while Administrative would spare {{icon|adm}} administrative monarch points due to coring discount ({{green|-25%}} {{icon|core-creation cost}}).
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* {{icon|administrative}} Administrative, {{icon|innovative}} Innovative or {{icon|economic}} Economic – one of these ideas is required to [[Decisions#Tribal|reform the government]]. The first two can help neglect technological disadvantage, Moreover, with Innovative the player will save money on {{icon|advisor cost}} advisors (so more skilled ones can be employed), while Administrative would spare {{icon|adm}} administrative monarch points due to the coring discount ({{green|-25%}} {{icon|core-creation cost}}).
* more military traditions – the player may choose whether to increase Arabian {{green|-15%}} {{icon|land attrition}} attrition bonus with {{icon|defensive}} Defensive, or go for any other bonuses. The player will likely has more military points then others, so they can make their choice freely.  
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* more military traditions – the player may choose whether to increase Arabian {{green|-15%}} {{icon|land attrition}} attrition bonus with {{icon|defensive}} Defensive Ideas, or go for any other bonuses. The player will likely have more military points than others, so they can make their choice freely.  
 
   
 
   
 
{{Country navbox|Asia}}
 
{{Country navbox|Asia}}

Revision as of 13:11, 13 June 2017

Kingdom rankShammar
Shammar.png
Primary culture
Bedouin (Arabic)

Capital province
Jabal Shammar (393)

Government
Tribal Federation Government tribal.png

State religion
SunniSunni.png

Technology group
MuslimMuslim technology group
Arabian ideas
Notes:

For countries in the Culture icon.png Levantine culture group.


Traditions.png Traditions:

+15% National manpower modifier
−15% Land attrition

Trade steering.png Indian Ocean Trade

+15% Trade steering

Cavalry cost.png Arabian Horses

−10% Cavalry cost
+25% Cavalry flanking ability

National unrest.png Land of the Prophet

−1 National unrest

Missionary strength.png Spreading the Prophet's Word

+1% Missionary strength

Trade power.png Bedouin Traders

+10% Global trade power

Land leader maneuver.png Clan Loyalties

+1 Land leader maneuver

Prestige.png Arabia

+1 Yearly prestige

Idea bonus.png Ambition:

+1 Land leader shock

Shammar is a three province country in the Middle Eastern region of the map, ruled by the Rashidi dynasty. Shammar borders: Flag of Qara Qoyunlu Qara Qoyunlu to the northeast, Flag of Haasa Haasa to the east, Flag of Najd Najd to the south and Flag of Hejaz Hejaz to the west. To the northern border of Shammar lies the inaccessible wasteland province of Badiyat ash Sham (2334). Shammar with its Bedouin culture is one of the multiple countries that may form Arabia.

Decision

Strategy

Overview

Shammar starts the game with 3 Province icon.png provinces: Jabal Shammar (393), Unaizah (2337) and Hafar (2338). The country has 9 Development.png development, which is split up into one from each category in each province. It is a weakest country on the Arabian Peninsula as of 1444. From the beginning, it is rivalled by Najd and Haasa, and can rival no other countries than them. The only country that Shammar can ally right away is Yemen, since it has a friendly attitude. With a little diplomatic work the Mamluks can join as defensive ally, and some Sunni countries on the Horn of Africa or Western India can be persuaded into an alliance as well.

The most obvious first target for the player should be one of their rivals. Whether it should be Haasa or Nejd depends on their alliances. The player is likely to get a mission to conquer Grane from Qara Qoyunlu. However, unless they are attacked and heavily beaten by someone else, they would make a rather tough enemy. After attacking one of their rivals, the player may either annex, vassalize, or perhaps take a majority of provinces and humiliate. The last option should give the player enough power projection to get the monarch points bonus, while not taking too many Shia provinces would prevent a big decrease in religious unity. If the player has chosen Najd as the first victim, the game can be played quite similar to the Jihad strategy. Of course, Shammar is not eligible to gain this achievement, but they can easily get Arabian Coffee after forming Arabia.

Ideas

Shammar uses Arabian national ideas, which are not heavily oriented toward any aspect of the game. Traditions, ambition and the “Arabian Horses” idea deal with the military aspect, three ideas deal with the trade/economy aspect of the game, one decreases unrest, one supports missionary activity slightly, and one increase prestige. There is a notable lack of diplomatically and navally oriented ideas.

Suggested idea groups would include:

  • Aristocratic idea group.png Aristocratic – the first bonus from this group, “Noble Knights” increase cavalry combat ability (+10% Cavalry combat ability.png), while decreasing its price (-15% Cavalry cost.png). This plays well with the Muslim technology group Muslim technology group, which increases cavalry to infantry ratio, and with the “Arabian Horses” idea, lowering cavalry price even further down to -25% Cavalry cost.png. Military technology cost reduction (-10% Military technology cost) is always good as well.
  • Trade idea group.png Trade – Shammar has some bonuses for trade in Arabian national ideas and they can enhance them further with this idea group to make trade their primary source of income.
  • Exploration idea group.png Exploration – having a capital in Asia allows Shammar to reach the Indonesian provinces without taking the overseas penalty. Potential colonies in Africa are also close enough, and from there player can go to South America and get some nice colonial nations and free Merchants.pngs with it as well, if the player is fast enough.
  • Expansion idea group.png Expansion – a great idea group, as it enhances both trade (with trade ideas and Arabian “Bedouin Traders” Shammar would get a massive +50% Trade power.png global trade power) and colonization.
  • Administrative idea group.png Administrative, Innovative idea group.png Innovative or Economic idea group.png Economic – one of these ideas is required to reform the government. The first two can help neglect technological disadvantage, Moreover, with Innovative the player will save money on Advisor cost.png advisors (so more skilled ones can be employed), while Administrative would spare Administrative power.png administrative monarch points due to the coring discount (-25% Core-creation cost.png).
  • more military traditions – the player may choose whether to increase Arabian -15% Land attrition.png attrition bonus with Defensive idea group.png Defensive Ideas, or go for any other bonuses. The player will likely have more military points than others, so they can make their choice freely.
Country guides

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

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

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