You know what's really missing from this forum? Someone going for Jihad. Oh look, that's what I'm doing!
Why would I go for this ridiculous, near impossible achievement? Well for one, not a lot of people are making a run on it, so even the attempt ought to make for a good read. In reality though, I had to try for Jihad as soon as I saw the Najd idea group (here it is, for reference-http://eu4wiki.com/Najd). I'm also a huge fan of the Muslim religious stuff as it has some nice interactivity, and is generally the strongest religious choice overall. The Muslim music pack is pretty great too. Throughout I'll be doing my best to explain my thought process, go over possibly obscure game mechanics when they show up, and ask the audience where I should go next. This is actually my second serious attempt at Jihad-the first ended when I made an all-in gambit for Spain and lost horribly around 1530. But never-mind that-let's get started!
Why play as Najd?
I already touched on this briefly, but I'd like to go more into Najd's unique benefits right at the top. After all, Jihad is a pretty ridiculous achievement to get, and I dont entirely expect to actually succeed, so Najd better just be fun to play anyway.
First off, their ideas are ridiculously good. Najdi ideas are built entirely for conversion and war. The leader maneuver may be my favorite one of all, as I can easily use it to lure large stacks deep into the harsh desert and watch them die to attrition. Bedouin raiders helps immensely in that regard as well, and makes draining manpower a cinch. All in all, I just love the these ideas.
Next up, we're Sunni. The Sunni religious stuff is just bonkers good. In the early game I can easily sit at complete lack of piety, which does wonders for keeping ahead of my cohorts in tech and cash. As the game goes on, I'll be able to easily shift to full piety for the monstrous war-related bonuses and crush the western powers with hilariously high morale.
Finally, I always love any excuse to use the Muslim-dlc music. I'm a huge dork, I know.
The Cheese
1.2 sure did close a lot of loopholes, but not all of them. I'll be doing the obvious cheesey stuff (mainly, mega vassals hooo), but I have one or two other tricks up my sleeve as well. The first that you'll see today is reload cheese in ironman. Basically, Ironman autosaves after ALMOST everything, but not QUITE everything. The main example in this first post was in turning my leader into a general. I simply reloaded until I got some solid stats. Battles can also be somewhat cheesed in this manner, but I'm not sure I'll be doing much of that.
The first 20 years
They suck. I didn't take screenshots of my first moves as it's so easy for the first 20 years to fall apart completely at any moment. That said, here's where we're at after my standard Najd start-
Hedjaz/Oman/Iraq are my vassals, and I'm allied with the Ottomans. How did I get there? Here's my Najd start-
1. Fabricate on Nizwa, get military access through Yemen. Build 2 cavalry on the Shia side and ferry your starting troops. Build 1 more cavalry as soon as you have the gold, then 1 infantry. Improve relations with the Mamluks once your first diplomat comes back. If Oman allies with Qara Koyunlu at ANY point, start over.
2. In September raise army slider to max and take out loans to hire one merc infantry. Recall your Mamluk diplomat.
3. At the start of November, turn your heir into a leader. Reload your autosave until you get at least a 2 shock/3 maneuver leader, preferrably better (mine was 3/3).
4. As soon as your fabricate is done on Niza, declare war and chase the Omani stack down. Ideally Haasa will be allied to the ottomans, so chase their stack down next and start sieging Haasa with 2k troops. Disband your merc. You can try to siege Nizwa at this point as well, but you'll likely need to keep chasing down Omani for some time. Fabricate claims on Nirvan (Yemen) and Medina (Hedjaz) in the meantime.
5. After Oman is vassalized, ally with the Mamluks and declare for Hedjaz. If the Mamluks have guaranteed Hedjaz, you can try for yemen but you're probably best off restarting.
6. Declare for yemen and take as much as you can, selling all but Nirvan (your claim) to Oman/Hedjaz.
That's my start to take control of the peninsula. This game went mostly as planned, except Qara Koyunlu declared against Haasa before I could get it. The upside of this was that I gave Oman military access and watched their troops vanish, though my army was strong enough to chase them down regardless. Eventually I added the Ottomans to my alliance, which made for a fairly easy war against Qara Koyunlu (the ottomans had set them as rival, so they were immediately eager to join). The mamluks left the alliance as soon as the war was over, but no skin off my back. I needed a 4th relation to open up anyway!
Alliance Mechanics
That first war against Qara Koyunlu is a great place to point out good use of war-joining mechanics. I had to make sure I allied the Mamluks as early as possible to increase the chances of them answering my call to arms, so it was very important to ally with them as soon as I finished my first war. Since I had them for an ally for such a long time they were all too happy to come to my aid against Qara Koyunlu. The Ottomans, on the other hand, had set Qara Qoyunlu as a rival, so I was able to ally and DOW immediately to bring them in. I didn't have to fight a single real battle, and as a bonus the Mamluks are incredibly weakened from this war. Who says alliances are rubbish?
In closing
So that's where we are after 20 years. This first post is obviously a bit text heavy as I catch everyone up to speed, but future posts will ideally feature a good bit more action. Before I leave though, I need to figure out my next course of action-DOW on the Mamluks or the Timurids. The Timurids were quite a depressing spot for this playthru, as the Persia event DID happen and I WAS in a position to snatch a territory and release Persia, but they inexplicably beat the revolts. They're completely tapped on manpower, though, and are 1 behind me in tech (though possibly not for long). I'm confident that I could win a limited engagement with my vassal forces and sieze Khuzestan (for creating Persia), however. On the other hand, the Mamluks are also pretty devastated from that Qara Koyunlu and the Ottomans would join a war against them. A war with the Mamluks would also give time for the Ottoman truce against the Timurids to clear, but by then they will almost definitely have mil tech 4. I could also just be a damn man about it and go for both at the same time, generally relying on the Ottomans to do all the Mamlukian lifting. So, what do you guys think? Timurids, Mamluks, or both?
Ninja edit-How do I get these images a bit larger again? I dont want to make you guys click to expand every SS.
Why would I go for this ridiculous, near impossible achievement? Well for one, not a lot of people are making a run on it, so even the attempt ought to make for a good read. In reality though, I had to try for Jihad as soon as I saw the Najd idea group (here it is, for reference-http://eu4wiki.com/Najd). I'm also a huge fan of the Muslim religious stuff as it has some nice interactivity, and is generally the strongest religious choice overall. The Muslim music pack is pretty great too. Throughout I'll be doing my best to explain my thought process, go over possibly obscure game mechanics when they show up, and ask the audience where I should go next. This is actually my second serious attempt at Jihad-the first ended when I made an all-in gambit for Spain and lost horribly around 1530. But never-mind that-let's get started!
Why play as Najd?
I already touched on this briefly, but I'd like to go more into Najd's unique benefits right at the top. After all, Jihad is a pretty ridiculous achievement to get, and I dont entirely expect to actually succeed, so Najd better just be fun to play anyway.
First off, their ideas are ridiculously good. Najdi ideas are built entirely for conversion and war. The leader maneuver may be my favorite one of all, as I can easily use it to lure large stacks deep into the harsh desert and watch them die to attrition. Bedouin raiders helps immensely in that regard as well, and makes draining manpower a cinch. All in all, I just love the these ideas.
Next up, we're Sunni. The Sunni religious stuff is just bonkers good. In the early game I can easily sit at complete lack of piety, which does wonders for keeping ahead of my cohorts in tech and cash. As the game goes on, I'll be able to easily shift to full piety for the monstrous war-related bonuses and crush the western powers with hilariously high morale.
Finally, I always love any excuse to use the Muslim-dlc music. I'm a huge dork, I know.
The Cheese
1.2 sure did close a lot of loopholes, but not all of them. I'll be doing the obvious cheesey stuff (mainly, mega vassals hooo), but I have one or two other tricks up my sleeve as well. The first that you'll see today is reload cheese in ironman. Basically, Ironman autosaves after ALMOST everything, but not QUITE everything. The main example in this first post was in turning my leader into a general. I simply reloaded until I got some solid stats. Battles can also be somewhat cheesed in this manner, but I'm not sure I'll be doing much of that.
The first 20 years
They suck. I didn't take screenshots of my first moves as it's so easy for the first 20 years to fall apart completely at any moment. That said, here's where we're at after my standard Najd start-
Hedjaz/Oman/Iraq are my vassals, and I'm allied with the Ottomans. How did I get there? Here's my Najd start-
1. Fabricate on Nizwa, get military access through Yemen. Build 2 cavalry on the Shia side and ferry your starting troops. Build 1 more cavalry as soon as you have the gold, then 1 infantry. Improve relations with the Mamluks once your first diplomat comes back. If Oman allies with Qara Koyunlu at ANY point, start over.
2. In September raise army slider to max and take out loans to hire one merc infantry. Recall your Mamluk diplomat.
3. At the start of November, turn your heir into a leader. Reload your autosave until you get at least a 2 shock/3 maneuver leader, preferrably better (mine was 3/3).
4. As soon as your fabricate is done on Niza, declare war and chase the Omani stack down. Ideally Haasa will be allied to the ottomans, so chase their stack down next and start sieging Haasa with 2k troops. Disband your merc. You can try to siege Nizwa at this point as well, but you'll likely need to keep chasing down Omani for some time. Fabricate claims on Nirvan (Yemen) and Medina (Hedjaz) in the meantime.
5. After Oman is vassalized, ally with the Mamluks and declare for Hedjaz. If the Mamluks have guaranteed Hedjaz, you can try for yemen but you're probably best off restarting.
6. Declare for yemen and take as much as you can, selling all but Nirvan (your claim) to Oman/Hedjaz.
That's my start to take control of the peninsula. This game went mostly as planned, except Qara Koyunlu declared against Haasa before I could get it. The upside of this was that I gave Oman military access and watched their troops vanish, though my army was strong enough to chase them down regardless. Eventually I added the Ottomans to my alliance, which made for a fairly easy war against Qara Koyunlu (the ottomans had set them as rival, so they were immediately eager to join). The mamluks left the alliance as soon as the war was over, but no skin off my back. I needed a 4th relation to open up anyway!
Alliance Mechanics
That first war against Qara Koyunlu is a great place to point out good use of war-joining mechanics. I had to make sure I allied the Mamluks as early as possible to increase the chances of them answering my call to arms, so it was very important to ally with them as soon as I finished my first war. Since I had them for an ally for such a long time they were all too happy to come to my aid against Qara Koyunlu. The Ottomans, on the other hand, had set Qara Qoyunlu as a rival, so I was able to ally and DOW immediately to bring them in. I didn't have to fight a single real battle, and as a bonus the Mamluks are incredibly weakened from this war. Who says alliances are rubbish?
In closing
So that's where we are after 20 years. This first post is obviously a bit text heavy as I catch everyone up to speed, but future posts will ideally feature a good bit more action. Before I leave though, I need to figure out my next course of action-DOW on the Mamluks or the Timurids. The Timurids were quite a depressing spot for this playthru, as the Persia event DID happen and I WAS in a position to snatch a territory and release Persia, but they inexplicably beat the revolts. They're completely tapped on manpower, though, and are 1 behind me in tech (though possibly not for long). I'm confident that I could win a limited engagement with my vassal forces and sieze Khuzestan (for creating Persia), however. On the other hand, the Mamluks are also pretty devastated from that Qara Koyunlu and the Ottomans would join a war against them. A war with the Mamluks would also give time for the Ottoman truce against the Timurids to clear, but by then they will almost definitely have mil tech 4. I could also just be a damn man about it and go for both at the same time, generally relying on the Ottomans to do all the Mamlukian lifting. So, what do you guys think? Timurids, Mamluks, or both?
Ninja edit-How do I get these images a bit larger again? I dont want to make you guys click to expand every SS.
Attachments
Last edited: