Malacca

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Malacca
Malacca.png
At the start of the Grand Campaign – 14 October 1399
Basic Stats
Government type Despotic Monarchy
Technology group Chinese
Number of provinces 4
Capital province Malacca
Center of Trade Malacca
State religion Sunni
Primary culture Malayan
Other accepted cultures None

Sliders

Centralization <▪▪▪▪▪♦▪▪▪▪▪>
balanced
Decentralization

Aristocracy <▪▪♦▪▪▫▪▪▪▪▪>
quite aristocratic
Plutocracy

Serfdom <▪▪▪▪♦▫▪▪▪▪▪>
slight serfdom
Free Subject

Innovative <▪▪▪▪▪♦▪▪▪▪▪>
balanced
Narrowminded

Mercantilism <▪▪▪▪▪▫▪♦▪▪▪>
some free trade
Free Trade

Offensive <▪▪▪♦▪▫▪▪▪▪▪>
somewhat offensive
Defensive

Land <▪▪▪▪▪▫▪▪♦▪▪>
quite naval oriented
Naval

Quality <▪▪▪▪♦▫▪▪▪▪▪>
slightly quality oriented
Quantity

Malacca is a nation located in Present-day Malaysia.

Divine Wind 5.2b

Starting Position and Opening Moves

So you've decided to try playing as Malacca! In 1399, you have the potential to be the premier power in Southeast Asia, but there are significant hurdles in your way. You own the regional Center of Trade in the province of Malacca, as well as several other rich provinces. This and your starting slider positions will give you an early advantage to your economy. You will be able to easily exert trade dominance in Malacca and Nanjing, as well as other COTs when you can reach them, further supplementing your already healthy income. The downside to all this, of course, is that all your neighbors will be gunning for you. It is highly likely that one or several nations will declare war on you on day 2. One nation is manageable, but any more than that and it would be advisable to restart.

You have several viable options for your first slider move. Centralization is a bad idea at the very start, since a revolt would put you in an even more precarious position. Innovative would put you a step closer to being ready for westernization, and would improve your research efficiency. Free trade would increase your already formidable trade income. If you have plans to conquer Southeast Asia, it might be a good idea to take a step towards Narrowminded and hire a theologian. Doing so will give you the ability to enact the Denouncement of Sect Practises and Establish Sheikh ul-Islam Office decisions. This will give you more monthly missionaries, which will be necessary if you plan on converting provinces while moving towards Innovative for Westernization.

When to start?

Unlike Europe, SE Asia doesn't go through the same dramatic changes in game history. Therefore, playing Malacca in 1399 is very much the same as playing in 1449 or 1499, but playing too early may result in a very boring game.

However, an interesting time to play Malacca is in 1511; when the Portuguese are in possession of Malacca (province); you can use this to quickly Westernize.

Advantages

  • Religion: Malacca is a Sunni nation, and all of Malacca's provinces are of the Sunni faith; which is the best Non-Christian faith in EUIII. As many of your rivals are Buddhist, Hindu or Confucian heathens, this can be quite an advantage in regards to Stability when declaring war.
  • Culture: All of Malacca's provinces are Malayan, as are all the provinces of rivals Aceh and Brunei This makes conquest of these rivals hassle-free.
  • Trade: There is a CoT In Malacca's capital, one of the few in this part of the world.
  • Trade Goods: Many of Malacca's provinces include rare trade goods, such as spices
  • Colonization: Malacca has plenty of opportunity to colonize the East Indies.

Disadvantages

  • Technology: Malacca starts in the Chinese Techgroup, which slows down their research
  • Isolation: It may take Malacca a while to Westernize due to its distance from Latin nations, though this may be considred an advantage to some nations.

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