The same applies for the other annexed Maghrebi countries, since no colonial nations spawn from North Africa Now although Libya isn't a pirate nation, they still are worth annexing due to good resources (cloth and oil), a center of trade, higher income, trade power, manpower, force limit (land and naval), and greater control over the Mediterranean and Africa. In the first peace treaty with Algiers, strip them entirely of their coastal provinces this should be put an end to their plundering for good and makes them available to be annexed in another war. Morocco, Tunisia, and Libya can be annexed in a single war, meanwhile Algiers require at least two wars to annex. Making use of mercenaries in these Barbary Wars is essential in avoiding losses to your manpower since you will be taking +3 attrition everywhere except for land that isn't desert or arid, where only (although still high) +2 attrition is taken. Morocco will be the first country to attack, then Algiers, Tunisia, and finally Libya (they usually will take the province of Tunis, which is a center of trade, not to mention that annexing Libya is a very easy task to do. Since Imperialism is the CB we will be using here, since it's powerful and applies to all countries in the game. Algiers is the only country you can rival at the beginning, so make sure to do that and then embargo them. This clearly must be stopped, one way or another. The following pirate nations are: Morocco, Algiers, and Tunisia. There are three countries that will continue to send out pirates to primarily pillage you, Spain, France, Italy, and Greece non-stop. Recruiting a Master Recruiter before starting any wars will help regenerate your manpower quicker since at the beginning it's almost half way depleted. Now because you are a Socialist Republic, you can enact State Atheism which provides excellent bonuses for a country like Portugal (+10% National Manpower Modifier, +10% Force Limit Modifier) with the only real negative being +10% Stability Cost Modifier since the -3 Tolerance of Heathens has no effect due to being Secular.
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Once you are a Socialist Republic, repeal the last Admin idea that you have and then you should have 990 Admin points when including the two other free slots at the start of the Present Day, your new idea groups should be:įrom the beginning of the game, have a diplomat improving relations with countries such as France, Italy, and / or Great Britain. It gives the Spread Communism CB, but that CB is much weaker and does less for expanding compared to the Nationalism or Imperialism CBs. This is when you switch over to a Socialist Republic, due to it allowing you to gain the Imperialism CB and the +20% National Manpower Modifier, -20% Regiment Cost, but -10 Maximum Absolutism. Repeal only three admin ideas ideas at once, otherwise you will max out and lose extra admin points. And since there is nothing left to colonize, get rid of exploration and expansion ideas, also get rid of religious ideas, early religious ideas, early offensive ideas, early trade ideas, early administrative ideas. Before we get into this strategy, make sure to always use the Nationalism CB against countries that are within the same culture group (Portuguese, Castilian, Brazilian, Mexican, etc) as Portugal since less aggressive expansion will be produced. The reasons? The Nationalism and Imperialism CBs are your keys to expansion. Will Portugal be a sad state? The answer is absolutely no. Now, since there is nothing left to colonize in the Present Day, how can Portugal expand. If you fabricate on Morocco's provinces of Tanja, Gharb, and Dukkala, there is a decent chance Spain will give you those provinces (or any other province you have a claim on) if you participate in the North African wars.
Allying Spain isn't a bad idea since they will provide extra protection, but they can call you into wars with Morocco and Algiers. You're country is in the European Union and only borders one country who is a historical friend, Spain. Portugal starts in a very safe position during the Present Day bookmark.