For countries in the Levantine culture group.
- +15% National manpower modifier
- −15% Land attrition
- +15% Trade steering
- −10% Cavalry cost
- +25% Cavalry flanking ability
- −1 National unrest
- +1% Missionary strength
- +10% Global trade power
- +1 Land leader maneuver
- +1 Yearly prestige
- +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: Qara Qoyunlu to the northeast, Haasa to the east, Najd to the south and 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.
Shammar starts the game with 3 provinces: Jabal Shammar (393), Unaizah (2337) and Hafar (2338). The country has 9 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.
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 – the first bonus from this group, “Noble Knights” increase cavalry combat ability (+10% ), while decreasing its price (-15% ). This plays well with the Muslim technology group, which increases cavalry to infantry ratio, and with the “Arabian Horses” idea, lowering cavalry price even further down to -25% . Military technology cost reduction (-10% ) is always good as well.
- 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 – 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 s with it as well, if the player is fast enough.
- Expansion – a great idea group, as it enhances both trade (with trade ideas and Arabian “Bedouin Traders” Shammar would get a massive +50% global trade power) and colonization.
- Administrative, Innovative or 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 advisors (so more skilled ones can be employed), while Administrative would spare administrative monarch points due to the coring discount (-25% ).
- more military traditions – the player may choose whether to increase Arabian -15% attrition bonus with 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.