Difference between revisions of "User:MichaelTheSlav/sandbox"

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== Mutapa strategy ==
 
== Mutapa strategy ==
  
=== Starting posision ===
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=== Religion ===
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|Maravi}} with its vassal {{flag|Lundu}} and two weaker nations: {{flag|Makua}} and {{flag|Tumbuka}}. The whole eastern coast is owned by the Sunni regional power of {{flag|Kilwa}} with {{flag|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 Fetishist countries.
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Mutapa starts the game as Fetishist, giving access to the cult mechanic. Each time the ruler changes, the player can adopt a cult from a list, giving them unique bonuses until the reign of a new ruler, when a different cult may be chosen. Mutapa starts with three cults unlocked: {{icon|Cwezi}} Cwezi {{green|+20%}} Improve relations; {{icon|Mlira}} Mlira {{icon|tolerance of the true faith}} {{green|+2}} Tolerance of the true faith; and {{icon|Mwari}} Mwari {{icon|discipline}} ({{green|+2.5%}} Discipline). These cults are specific to countries of the Central African tech group. To unlock new cults the player has to interact with Fetishist countries of other tech groups, or with countries of a different religion. Usually the easiest way to obtain a new cult is my battling the relevant nations. An alternative way is bordering a Fetishist country with a specific cult adopted, but this takes time and the country in question isn't guaranteed to adopt the cult desired by player. Cult of other religions can also be unlocked by owning a province of their religion.
 
 
=== Initial strategy ===
 
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).
 
 
 
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 ===
 
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).
 

Revision as of 23:25, 4 December 2019

My sandbox, yay!

Mutapa strategy

Religion

Mutapa starts the game as Fetishist, giving access to the cult mechanic. Each time the ruler changes, the player can adopt a cult from a list, giving them unique bonuses until the reign of a new ruler, when a different cult may be chosen. Mutapa starts with three cults unlocked: Cult Cwezi.png Cwezi +20% Improve relations; Cult Mlira.png Mlira Tolerance own.png +2 Tolerance of the true faith; and Cult Mwari.png Mwari Discipline.png (+2.5% Discipline). These cults are specific to countries of the Central African tech group. To unlock new cults the player has to interact with Fetishist countries of other tech groups, or with countries of a different religion. Usually the easiest way to obtain a new cult is my battling the relevant nations. An alternative way is bordering a Fetishist country with a specific cult adopted, but this takes time and the country in question isn't guaranteed to adopt the cult desired by player. Cult of other religions can also be unlocked by owning a province of their religion.