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General InformationEdit

Ad 'Ad is a Yemeni Tribe located in the southeast Arabian Peninsula. 'Ad is annexed by Yemen Yemen in 600.

See also: Hadhramaut Hadhramaut, Masqat Masqat, Yemen Yemen

StrategyEdit

Opening StrategyEdit

Ad 'Ad starts in a rather easy position. There are no immediate strong threats, and your neighbors are relatively weak. You are going to want to create an alliance with Himyar Himyar (their role will come in later). Due to your form of government, you won't have any diplomatic slots for any alliances without losing diplo points unless the deity Wadd Wadd (gives +1 Diplomats, +1 Diplomatic Relations) is selected.

DeitiesEdit

Wadd Wadd isn't the main deity you will want to select due to being so far ahead in diplomatic tech; the small diplo point penalty won't matter. Wadd Wadd should only be selected as your deity during a regency. The deity Amm Amm (gives +1 Yearly Army Tradition, +4% Discipline) or Athtar Athtar (gives -1 National Unrest, +10% Infantry Combat Ability) will be the strong deities to start with for boosting army strength and will usually be your main deities.

Opening Strategy (continued)Edit

Set Hadhramaut Hadhramaut and Masqat Masqat as your rivals and begin fabricating claims on them. Build up to your army's force limit of 6, make your ruler a general and grant generalship to the nobles via the estates tab (this leaves you with 2 generals to chose from), and then once you have all your claims fabricated declare war on either one of your rivals. After annexing the two, create states out of the new territory and then rival Qataban Qataban and Masqat Gerrha and prepare to declare war on Gerrha. You will want to make sure you have enough galleys constructed because Gerrha will block the strait between the island of Bahrain (Awal) and El Qatif/Qatar. Gerrha will almost always have no allies, making them easy to defeat and annex. Reminder to make sure you create states out of all of your new territories to increase your force limits and income.
Ad strategy01

'Ad, after finishing part 1: "The Opening Strategy".

To further strengthen your economy and force-limits, move your capital to Muscat, grant monopoly charters for the Merchant Guilds, and then begin improving your new capital with your monarch points. Due to being very far ahead in tech, you will hit your monarch point cap often and will need to spend your points in a productive manner such as boosting your stability to 3 and constantly improving your new capital, Muscat. After improving your capital, open up the government tab and add Omani as an accepted culture.

Dealing with Qataban and Ma'inEdit

Qataban Qataban and Main Ma'in will almost always ally each other, making a war against Qataban much more difficult due to being outnumbered, as well as the problem with Qataban's army retreating back and forth between the provinces of Kinda and Asir. You are going to want to declare war on Qataban with Ma'in as a co-belligerent (only if Qataban is their only ally) and call Himyar Himyar into the war. If Himyar will not join, promise to give them land but do not actually give them any land in the peace treaty because you will be rivaling Himyar after the war.

Uniting ArabiaEdit

Once Qataban Qataban (and possible Ma'in if you occupied their land before Himyar did) is annexed, break the alliance with Himyar Himyar and rival them. There will be a 5 year truce, so during that time start fabricating claims on Himyar. Once claims have been fabricated and the truce is up, declare was on Himyar. You will want to fight their armies on non-mountainous terrain at first to avoid attacking penalties. After winning the first battle against Himyar, you may then follow them and attack them in the mountains in order to squish their low-morale army.

After that, you should have no problem annexing Main Ma'in, Thamud Thamud, and Nabatea Nabataea. If either one of them is allied to Aksum Aksum, make sure you have enough galleys to block the strait between Mukha and Tajura. 'Ad should then be left as the sole power left in a new, 'Adite Arabia! Although you cannot technically form Arabia Arabia until tech 55, 'Ad is in essence Arabia from this point onward.

Further ExpansionEdit

After this point, it should be easy to conquer the rest of the independent east African nations. Then ally with Rome Rome to invadeParthia Parthia. Afterwards, expansion into the east should be relatively easy.

DecisionsEdit

Form ArabiaEdit

Requirements:

  • Primary culture is in the Arabic Culture Group
  • Arabia Arabia does not exist
  • Administrative Technology at Least 55
  • Is Not a Subject Nation
  • Is Not a Nomad Nation
  • Is Not a Colonial Nation
  • At Peace
  • Owns Core Province: Alexandria, Cairo, Aleppo, Jerusalem, Damascus, Medina, Mecca, Aden, Sanaa, Al-Aridand, Qatif, Muscat, Nizwa, and Baghdad

Upon Enactment:

  • Country changes to Arabia Arabia
  • Gain28px-Prestige25 Prestige
  • Gain a permanent claim on the Mashriq, Egypt and Arabia regions.
  • Set government rank to Empire Empire.
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest
  • If a member of the HRE and not an elector or the emperor, all own provinces are removed from the HRE.

'Adite Ideas and Traditions Edit

Traditions:

  • -10% Land Attrition
  • +20% Fort Defense

Ideas:

  • al-Ahqaf: +1 Attrition for Enemies
  • 'Adite Prosperity: +10% National Tax Modifier
  • Iram Dhat al-'Imad: +1 Yearly Prestige
  • Hud: +2 Tolerance of the True Faith
  • Lost Arabs: +25% Hostile Core Creation Cost
  • Descendents of Nuh: +1 Yearly Legitimacy
  • Fertile Arabia: +10% Domestic Trade Power

Ambitions:

  • +1 Missionaries

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