Granada
This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.
Granada | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
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At the start of the Grand Campaign – 14 October 1399 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Basic Stats | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Government type | Despotic Monarchy | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Technology group | Muslim | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of provinces | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Capital province | Granada | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Center of Trade | None | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
State religion | Sunni | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Primary culture | Andalusian | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Other accepted cultures | Berber | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Granada is a small, 3 province minor that tends to be attacked early in the game by Castille or one of the other Iberian nations.
Divine Wind
Opening war
In Divine Wind it is even harder than HTTT, because now Castille likes to annex you in the first war. You can hope that they don't, and proceed as below. It is possible to win, though, if you are exceptionally lucky. Switch your initial idea for Military Drill and, with loans and 100% minting, quickly build up an army of 6-8k in your capital. Castille will typically siege one of your provinces with a stack that will grow to 12-14k. Take your army into Castille. Once you no longer are adjacent to the main siege stack, it will assault. If the assault fails, and you time things perfectly, and you get good rolls, you can double back before the end of the month and attack the stack when it has very low morale. If you win, and your king has enough maneuver points to beat it to its retreat point, you will wipe it out. This should leave you with army parity with Castille, making the war tough but winnable.
Also, pay attention to Morocco's fleet. If it leaves port to start loading troops, the Castillian fleet will sail to attack it. Join the battle with your starting fleet. Combined, your numbers equal Castille's, so with luck and the Muslim tech advantage, you can win. With the Castillian fleet no longer a factor, Morocco, Algiers and Tunisia will land troops, vastly improving the situation.
Iberian expansion
From your now successful war with Castille you need to take land, grab as much as you can and be converting using any missionaries you generate. Being rather Innovative you will find it hard to convert many provinces but keep plugging away regardless. When Castille attacks again, and they will, use attrition to wear down their armies and then siege maximally to enable a further suitable peace deal. You may end up in a war with Aragon and Portugal in which case they should be peaced out until you can focus on them independently. Once you control Iberia you can start looking into local island chains for further expansion. With good sliders Westernisation is both relatively easy and a must unless you want be fighting cannons with sticks.
Mediterranean Empire
Use whatever casus belli you can to expand in the Mediterranean and Italy. From the Italian base of operations take out the Pope in Rome, this will give both a Prestige and missionary bonus which should enable conversion even as you go deeper into Innovative. Use any slider moves to become more Centralised as this is a requirement to Westernise. Now you control Rome you need to set your sights further afield, monitor the ownership of Judea. If it has fallen to someone outside the Ottomans or Mamluks, both of whom are tough to beat, then you should take it for yourself. Your North African allies, assuming they didn't betray you already need to be subjugated, either by outright conquest or by use of a Personal Union.
From here on out you're a superpower with good tech and ownership of several high values provinces and Centres of Trade, the next decision is yours.
Heir To The Throne
This will be a near-impossible game.
Castille will instantly attack you with loads more troops then you can handle, if you can, get military access to Morocco and safe-keep your troops/boats there. The war will quickly end with them taking 2 of your provinces, leaving you a poor OPM. So, now you must rise from the ashes. Mint loads, if you have enough troops, launch a full attack on the Irish minors, annex them. Attack Tunisia and take over them. Peace time might have ended, if not, attack more OPMs (in Turkey or HRE). Gather a small army in your capital and fight back Castille once more, or if you don't have enough troops, Morocco. You must continue this simple tactic until you can move you capital and lose the land or until Castille stops attacking you. It does depend on the mission Castille gets at the start though.
In Nomine
No North African nation is willing to land troops in Spain. Unless you get incredibly lucky with the times the forts last and the rolls as you crush Castilian troops being built, you have no chance in the first war So, your primary objective should be saving your army. Keep fleeing from the Spanish and ferry your army to Morocco. Now, you need to take land from someone not on the Spanish peninsula. To avoid getting entangled in messy alliances, declare war on Tunis, Sardinia, Cyprus, or Naxos on day 1. If you can take some land before the war with Castille ends, that's even better, because you can reject their peace. You WILL have to mint excessively to stay alive, but this strategy brings Granada from "Impossible" to "Incredibly difficult".
Napoleon’s Ambition
Before the war begins the player should get a Land Tech advisor, if possible. Once it starts he should quickly buy mercenaries and turn his Sultan into a general, avoiding the main Castillian forces and attacking their unguarded provinces.
North African Muslim countries are the best targets for alliances, specifically Morocco or Algiers. With these nations to assist, the player should remain on the defensive and only attack when victory is manageable. Portugal may attack Castille at some point, providing a distraction for Granadan forces, but is not necessarily guaranteed to do so.
The player's goal from an early war is to pull off a white peace or, better yet, seize some land and put Castille on the defensive. Afterwards he should go for a land National Idea, to prepare for any Castillian designs.
Europe:
Aachen • Alsace • Aragon • Austria • Avignon • Bar • Bavaria • Berry • Bohemia • Bosnia • Brandenburg • Brittany • Brunswick • Burgundy • Byzantium • Castille • Crete • Croatia • Cyprus • Denmark • England • France • Genoa • Germany • Granada • Great Britain • Hamburg • Hansa • Holland • Hungary • Ireland • Italy • Lithuania • Lorraine • Mainz • Mazovia • Mecklenburg • Milan • Modena • Munster • Münster • Muscovy • Naples • Navarra • Netherlands • Norway • Novgorod • Poland • Pommerania • Portugal • Provence • Prussia • Ragusa • Rev. France• Romania • Russia • Savoy • Saxony • Scotland • Serbia • Sicily • Siena • Spain • Sweden • Switzerland • Teutonic Order • The Knights • The Papal State • Tuscany • Utrecht • Venice • Wales • Wallachia • Yaroslavl
European minors • Dutch minors • French minors • Irish minors • Russian minors • Turkish minors
Asia:
Aceh • Ayutthaya • Bali • Bihar • Brunei • Golden Horde • Hindustan • Japan • Kazakh • Korea • Malacca • Manchu • Minamoto • Ming • Mongol Khanate • Nogai • Oirat Horde • Orissa • Pegu • Qin • Rajputana • Ryukyu • Vijayanagar • Wu • Xia
Indian minors • Southeast Asian minors
Near East
Ak Koyunlu • Jalayirids • Khorasan • Najd • Oman • Ottomans • Persia • Qara Koyunlu • The Mamluks • Timurids • Trebizond • Yemen
Americas
Aztecs • Chimu • Haiti • Inca • Maya • USA • Zapotec
American Natives
Africa
Adal • Algiers • Ethiopia • Morocco • Mutapa • Songhai • Tunisia