For the Egyptian Arab country, see Egypt.
Egypt is a Miaphysite Egyptian autocracy whose capital is located in the Delta area, Egypt region of the Africa continent. The monarchy never appears on-map nor gains any cores at any point in the timeline.
Called "Egypt" on-file.
See also: Meroe Egypt Funj Sudan
History[]
As of 641 AD, Egyptian (Kemetic) culture was overtaken by Arabic culture and started to convert to Egyptian Arabic overtime, and by 850 AD, their culture no longer exists, but the country can still formed by a country with Nubian as its Primary culture.
Form Egypt (Ancient)[]
- Requirement(s)
- Egypt does NOT exist
- Is not: The Papal State,
Holy Roman Empire or European Union - Primary Culture is: Egyptian or Nubian
- Is not a subject
- Is not at war
- Owns as core province(s): Raqote (358),
Men-Nefer (361), Khito (362), Per-Bast (2526),
Akhetaten (2524), Zawty (2523), Waset (360)
- Effect(s):
- Gain 25 Prestige
- Gain a permanent claim on Region(s): Egypt
- Change Government Rank to Kingdom
- Become Egypt
- Gain 'Increased Centralization' for 20 years
- Can embrace Ancient Egyptian Ideas and Traditions
Strategy[]
Post-Formation as Kush[]
Now, you have reclaimed the legacy of Ancient Egyptians. Now, you should take the province of Syria. It will be very tough to take (unless Palmyra has declared independence, who will be an easy target to take since Palmyra may have no allies) it should be straightforward. you will have to take Constantinople before Rome can split into two, as West Rome is historical friends with the East Rome, and both of their combined forces will destroy you.
Expansion into Arabia[]
Once you're done taking Syria, you then should go into the Arabian Peninsula. Your first priority is take out Nabatea and Thamud, followed by Ma'in and Himyar. This will likely get you large amounts of Aggressive Expansion, and South Arabian countries such as Qataban, 'Ad, Hadhramaut, and Masqat may form a Coalition against you.
It is strongly advisable to annex Mecca (385) before 627, otherwise any country who owns Mecca will get the "Rise of Islam" event, turning them into the Rashidun. If you want to make Parthia into your ally, make sure you rival Rome or East Rome and not to border Parthia, or they will likely rival you. They will likely break an alliance with you to rival you in the future, so to counter that threat, you must build up your army so it is larger than your rivals'.
Expansion into North Africa[]
After conquering Arabia, you should start your expansion into North Africa. Most of North Africa is owned by Rome or West Rome, but it will likely revolt against Roman rule, making your expansion much easier. Despite this, every Maghrebi country has Berber traditions and +50% Hostile core creation cost, which will cost more Admin points to core (unless no inland province is connected to your capital, making the core cost for coring the provinces in the Maghreb much cheaper). However, you may want to not expand into the Maghreb to save your Admin points.
Rise of Islam[]
By 627. You may experience the rise of the greater threat, Rashidun. If any AI Country controls Mecca, they will get Rise of Islam event, and the AI always picks the option to form Rashidun if their capital is in the African continent or Arabian region, or if the country follows the South Arabian religion. If you border Rashidun, it is very likely that they will declare war on you. Make sure that you are well prepared against them, by trying to boost your morale, discipline, combat ability, and army size as high as possible.
If you control Mecca, you will get the event Rise of Islam. You may choose the option to convert it or not. (Since you will have a Dhimmi estate if the Cossacks DLC is enabled, it is highly recommended to select the second option if you don't want your culture converted to Egyptian Arab.) If you do. You will get Rise of Islam Modifier and you will become Rashidun. Plus, you will get a Powerful Modifier exclusive to you known as the Rise of Islam. You cannot change your primary religion back to Egyptian since you may have theDhimmi estate all over your provinces. This estate gives you high tolerance of heathens, which will prevent you to change your primary religion, unless if you remove Dhimmi from your provinces and give it to the other estates. The Loyalty of Dhimmi will drop from doing this, which will give you Negative Tolerance of Heathens, allowing you to change back to Egyptian as a Primary Religion if you converted all your province to Egyptian.
If you lose Rise of Islam Modifier, the spread of Sunni into your provinces will get slower. The spread of Islam will get always slower after 950. The spread of Islam will stop at the year 1100. You may want to convert your provinces back to your faith.
Reforming the tech[]
At 793 CE. You may want to reform your tech from Middle Eastern to Muslim to increase your cav to inf 1:2 to 4:2 ratio. and to avoid monthly power reduction. but increase your tech cost by 4%. you can temporarily convert to Muslim. it should be the quickest way. Which will cost -100 Admin points and lose -1 Stability to reform. and then convert back to Egyptian once you reformed your tech. Alternatively. You may want to reform your tech from Middle Eastern to Eastern to increase your cav to inf 1:2 to 3:2 ratio. avoid monthly power reduction. and reduce your tech cost by -10%. after reforming your tech. You may want to reform your military to Muslim or Eastern. which will cost -100 Military points to use.
Should you have completed any Administrative. Economic. or Innovative ideas. You may want to reform the government to Despotic Monarchy. But you need 200 admin points and 3 Stability to reform your government. Upon reforming your government. You will lose -200 admin points and -5 stability. Which you need to recover your Stability back to 0 or 3. Which will cost admin points to use. you can just override it by changing your government into Caliphate. as you don't need to complete any 3 vanilla ideas to do it.
Religion[]
Your primary religion before the Rise of Islam is Egyptian or Coptic. You may want to take early religious ideas at Admin tech 12 to start the conversion. The Hellenic provinces that were once Byzantium's are relatively easy to convert. They have +4% Local missionary strength bonus province, as do theNabataean provinces from Nabataea, making the conversion to your religion much easier. However, the Jewish provinces you likely control have -1% Local missionary strength bonus, making their conversion much harder. Some South Arabian provinces you conquered are easy to convert, but not as fast as Hellenic and Nabataean provinces.
During the rise of Islam. The Sunni faith will slowly spread into your provinces, but if you are Christian group the spread of Sunni into your provinces will significantly get slower. After 950, the spread of Sunni will gradually get slower. And after year 1100, the spread of Sunni will stop. You may convert your provinces into back to your faith if you are not Sunni.
Deities[]
If you have Egyptian as a state religion. You may want to choose whatever deities you want. If your ruler dies, or a new ruler is elected, you can pick between the six Egyptian dieties if you have the Wealth of Nations DLC.
Ra will give you+1 Attrition for enemies and+5% Army Morale Recover Speed. Can be useful to defend your forts from the enemy and recover your unit's morale from losses.
Ma'at will give you-10% Stability cost modifier and-1 National Unrest. (Useless if you have a max Stability. UseAnubis deity instead.)
Amun deity give you+10% National Tax Modifier and+1 Yearly Navy Tradition. This deity will give tons of Ducats per month. even if you develop your provinces. This will give you more Ducats if you are at peace.
Isis give you +25% Manpower Recovery Speed and +50% Chance of a New Heir. Can be useful if you are not at war with anyone.
Seth deity give you +10% Infantry Combat Ability and +10% National Manpower Modifier. Can be useful on land battles. and your expansion will be useful to take down your enemies quick.
andAnubis deity give you -1 National Unrest and +5% Discipline.
Culture[]
Your primary culture is Nubian. But in the Conquest of Memphis event. To make the events fire. You must be Egyptian as a primary religion. and control Cairo. (Note: Must Not have a modifier Atenism. and the year is not after 1000.) The first choice of event will convert you to Egyptian (Kemetic). or refuse to change to Egyptian (Kemetic) and gain +1 Stability instead. You may want to spread to your own culture to yours if is not your primary one. If your Primary culture is Egyptian (Kemetic). But careful of Islam spread. Changing your primary religion to Sunni or any Muslim religion group province will slowly convert your culture to Arabic ones. But if you stay Coptic or Egyptian as a state religion. Make sure you don't lose your province to the muslims. Your province culture will not convert to Arabic ones as long as you are not the Muslim. Of course you want to cultural shift to Arabic ones if you are a muslim group.
Ideas[]
Once your admin tech level is 12. one slot is available. And you can choose whatever ideas you want. You will need the three ideas to select:
Early Religious Idea - You will have choose it as your primary idea. Converting the provinces will make to reduce the unrest of the province. And +2 Tolerance of Heathens will help to reduce the unrest of province with different religions. even If you are Egyptian. This will add by one. Just make sure that you will choose the Idea.
Early Administrative Idea - You will need to choose this idea. Once you have taken your early adm ideas to 5. -10% Core creation cost will be useful to core the provinces that you conquered. Make sure you need this idea for your expansion
Early Military Idea - You will need to select the idea for the battle against your enemies. It has some ideas based on the military. +2.5% Discipline will make this fight much quicker to win. Once you have completed the Early military ideas. You will get -10% Core creation cost for the easy Core Creation.
Updates[]
- Page updated to mod version 1.10.3