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General InformationEdit

Oman Oman is playable from January 1st, 899 to January 1st, 1053; and from January 1st, 1154 to January 1st, 1507; and from January 1st, 1624 to January 1st, 1741; and from January 10th, 1749 to the present.

See also: Yemen Yemen, Emirates United Arab Emirates, Saudi Arabia Saudi Arabia, Iran Iran, Qatar Qatar, Flag of Bahrain Bahrain, Hormuz Hormuz

StrategyEdit

DecisionsEdit

Form ArabiaEdit

Requirements:

  • Primary culture is in the Arabic Culture Group
  • Arabia Arabia does not exist
  • Administrative tech Administrative Technology at Least 55
  • Is not a Icon vassal Subject Nation
  • Is not a Government steppe horde Nomad Nation
  • Is not a Subject colony icon 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
  • GainPrestige25 Prestige
  • Gain a permanent claim on the Mashriq, Egypt and Arabia areas.
  • Set government rank to Empire Empire.
  • Gain country modifier National unrest Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 National unrest National Unrest
  • If an Holy Roman Empire HRE member and not an elector, all provinces are removed from the Empire.

Restore the Caliphate Edit

Requirements:

  • Power points is 100 in:
    • Administrative
    • Military
    • Diplomatic
  • Owns or a vassal owns the provinces:
    • Cordoba
    • Tunis
    • Fez
    • Mecca
    • Medina
    • Damascus
    • Aden
    • Muscat
    • Baghdad
    • Samarkand
    • Zaranj
  • All owned provinces are in the Muslim religion group

Upon Enactment:

  • Adds the modifier "A United Islam" for the rest of the campaign:
    • -20% Stability Cost Modifier
    • +2% Missionary Strength
    • +2 Tolerance of the True Faith
    • +1 Tolerance of Heretics
  • Lose 100 points in
    • Administrative
    • Military
    • Diplomatic

Omani Ideas and TraditionsEdit

Traditions:

  1. +15% Morale of Navies
  2. -25% Naval Maintenance Modifier

Ideas:

  1. Local Merchant Preference : +33% Trade Steering
  2. Secured Timber Supplies: -10% Shipbuilding Time
  3. Association With Unbelievers: +10% National Sailors Modifier, +2 Tolerance of Heathens
  4. Port Security Improvement: +10% National Trade Income Modifier
  5. End of Shipbuilding Guilds: -20% Light Ship Cost
  6. Skilled Captains: +1 Naval Leader Maneuver
  7. Expansion of Trade Contacts: +1 Merchants

Ambitions:

  1. +33% Blockade Efficiency