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General Information Edit

Qatar Qatar is playable from January 1st, 1868 to January 1st, 1872 and from July 17th, 1913 to November 3rd, 1916 and from September 3rd, 1971 to the present.

See also: Ottomans, Great Britain, Bahrain, Saudi Arabia, United Arab Emirates, Kuwait, Iraq, Iran

StrategyEdit

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 areas.
  • Set government rank to 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.

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

Qatari Ideas and TraditionsEdit

Traditions:

  1. -10% Technology Cost
  2. +2 Tolerance of the True Faith

Ideas:

  1. Al Thani Dynasty: +1 Yearly Legitimacy
  2. Large Natural Gas and Oil Reserves: 20% Global Trade Power
  3. Sharia Law: -10% Stability Cost Modifier
  4. Kafala System: -20% Build Cost
  5. Efficient Propaganda: -2 National Unrest
  6. Education for a New Era: +1 Possible Advisors
  7. Commercial Hub: +1 Merchants

Ambitions:

  1. +10% Trade Efficiency

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