Algiers

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This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.

Algiers
Algiers.png
At the start of the Grand Campaign – 14 October 1399
Basic Stats
Government type Despotic Monarchy
Technology group Muslim
Number of provinces 6
Capital province Al-Djazair
Center of Trade None
State religion Sunni
Primary culture Berber

Sliders

Centralization <▪▪▪▪▪▫▪▪♦▪▪>
quite decentralized
Decentralization

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

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

Innovative <▪▪▪▪▪▫▪♦▪▪▪>
somewhat narrowminded
Narrowminded

Mercantilism <▪♦▪▪▪▫▪▪▪▪▪>
very mercantilistic
Free Trade

Offensive <▪▪▪▪▪♦▪▪▪▪▪>
balanced
Defensive

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

Quality <▪▪▪▪▪▫▪▪♦▪▪>
quite quantity oriented
Quantity

Algiers is a north African nation which starts out in 1399 with only 6 provinces, is vulnerable to other countries and a difficult country as which to play.

Divine Wind

Surviving the start

Algiers is vulnerable to European nations during the game, and will more often than not be annexed by numerous countries such as Castille and Portugal. This can be attributed to its tech group and its low number of provinces. An alliance with Morocco will go a long way towards protecting Algiers from the almost inevitable Crusade.

You can attempt an alliance with Tunisia, but they will often get gobbled up by a European nation almost immediately. Sometimes you can save them when they are reduced to their capital, but seeking out war with Latin tech nations is suicidal as Algiers.

Crusade!

You will usually get a message early on saying that the pope has called for a crusade against you, or Morocco. Whether or not you decide to aid Morocco, England, Castille or Portugal will declare war against you too, so this decision is meaningless.

Defending Your Land

English, Castillian or Portuguese armies will land on your mainland, sometimes via Oran, ripping through your provinces. The best tactic to do this is to try and offer peace offers whenever possible and attempt to disrupt their sieges. Morocco will hold out a little longer but will not send any soldiers to destroy the army on your side of the border.

Peace Offer

If you can offer peace, do anything do ensure your survival. England will have taken some provinces, Portugal might have, and you might even be reduced to Al-Djazair.

Post War

Congratulations! You have survived the impossible! However you now find yourself broke, an OPM, and any country could annex you. The most important thing to do is to survive, send gifts to neighboring countries and do anything you can do to survive. If you can, try to raise your trade tech to level 7, get the idea, Quest for the New World, Hire a Conquistador and attempt to colonize to your south, in the interior of Africa. If you are lucky, these colonies will enable you to get more money and to offer this as a peace offer or gift to hostile countries.

Mid game plans

You were destroyed because your units could not take the Latins in either tech or number. Conquering the African nations will allow you to correct the second fault while your remaining province surrounded by Latins solves the first. While small you move sliders faster, so when you're stable and safe try to get Centralised and Innovative enough to Westernise and undergo Military Modernisation.

African tribes are your source of manpower and money for the immediate duration. Find a suitable target and use your relatively advanced units to eliminate them. With a base of operations in West Africa you may want to move your capital away from hostile European nations but retain the province if possible as a border is necessary for Westernisation (but not Military Modernisation). Expand until you control a large swath of West Africa before striking North to reclaim your rightful homeland.

Late game

By now the hardest parts of the game are over. Your nation will be stable, large and hopefully self funding. You can take the Conquests back across the Mediterranean or expand into the Mamluks or Ottomans and reclaim the Holy cities. A unified Africa slows European expansion into the East Indies and you may be able to pick up useful colonies.

Europe:

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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