- +10% National manpower modifier
- −10% Cavalry cost
- +2 Tolerance of the true faith
- +10% Domestic trade power
- −10% Aggressive expansion impact
- −10% Land attrition
- +10% National tax modifier
- +1% Missionary strength
- +1 Yearly prestige
- +15% Cavalry combat ability
Arabia does not exist.
If the country is AI-controlled, it has to be not a former colonial nation.
If the country:
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.17.
Hejaz is well suited for dominating and controlling the Arabian Peninsula before leaving and conquering elsewhere. Hejaz has probably one of the better starting positions of its neighbours- the only negative is the Mamlukes being so close and potentially conquering them, though they do not usually try to conquer the heart of Arabian deserts. Hejaz's first order of business should be to look for allies, and nine times out of ten Oman will be friendly to them, as they share a common rivalry against Yemen or Najd. Build up to the player's force limit. Both countries work to war against, it simply depends on who is allied with whom. Try and gain as many allies as possible before declaring. In this example, Yemen will be attacked. What is required is to fabricate claims and make sure no one will attack the player whilst they are attacking Yemen. Yemen has the same religion and culture as Hejaz, so this is ideal land to conquer. Joining Hejaz and Oman's armies is paramount, so they are not both defeated individually by Yemen. Tick the box in the army pop up saying to attach to the Hejaz army stack. They do not usually have many allies (perhaps Shammar), they are far away from Yemen and shouldn't be a problem. Oman should use its navy to stop any other allies from crossing to Yemen, and Hejaz's navy can help in this regard.
Take as much land as possible- aggressive expansion shouldn't really be a problem now. Most states won't care that the player is taking cheap, Sunni provinces, and the ones that will care are usually small enough. After Yemen (or whatever country the player has chosen to conquer), they must turn their focus to the other Arabian states. Although the player has the option to diplo-vassalize Shammar and Haasa, they are very small and it may not be worth it- remember that a diplo-annexation will put all provinces up to 75% autonomy, as well as give the player a malus to Diplomatic reputation. Vassalization should be saved for the Coptic states across the strait- so the player can feed them Coptic land. The player should act quickly in getting a foothold across the strait, as Ethiopia usually gobbles up the surrounding Coptic states (and fighting a defensive Ethiopia in nearly all mountains is not fun). This will also give the player another place to conquer. Feed Medhri Bas all the Coptic land the player can reach, until the player has religious/Humanism as an idea. This brings up ideas; there are two ideas the player can choose from- Trade or Exploration. Exploration, to get around the Cape and Westernize if they wish, as well as control the very lucrative tip of Africa and eventually get a headstart on Indonesia or Siberia, even. Trade is useful as Arabia produces a lot of spices and other goods, as well as Indian trade heading upstream. The choice is up to the player.
By now, the player should have a foothold via a vassal in and around Ethiopia, control nearly all of Arabia (the player should probably turn on Oman eventually, as they are the player's culture and won't be of much use any more and they suck up a lot of trade). The next target, is usually the Mamluks. Although the player should have stayed on their good side for most of this campaign, they might already be Hejaz's rival. This is the time when the player must turn to the Ottomans- and the next steps are paramount to not just replace the Mamluks with a scary Ottomans.
The Ottomans, when they share a border with the Mamluks, will get the mission of conquering about half of the Mamluks' lands, i.e. Syria and a bit after. What this means is, they will always be looking to declare on the Mamluks and will probably beat them when they do, and take a lot of land as they have claims. This is why the player must ally them and always be the country to begin the war against the Mamluks. Then, the player should siege most of the land the Ottomans want to take, so they won't get a relations malus to the player when they aren't given certain provinces as well as so they can't peace out early and take half of the war score with them. The player should take all the land that the Ottomans do not want. This is to stop the Ottomans from hating the player and breaking their alliance. Take their Egyptian land, until the player feels strong enough to turn on the Ottomans and take the Mamluks Syrian land. This is of course one option, if the player wishes to expand heavily into the Mamluks. It usually means being free of large wars to prepare and be ready for when the Ottoman-Mamluke truce stops.
Another option, is to expand into Qara Qoyunlu. The Ottomans may help Hejaz against Qara Qoyunlu, as they usually have some border-friction with each-other. Keep in mind, if the player wishes to finally take the Mamluks Levant land, they can release the one Syrian province that Qara Qoyunlu holds, and diplo-vassalize then feed them their Mamluk lands. This cuts down on aggressive expansion and frees up Admin points that may be needed somewhere else. Continue cutting into Qara Qoyunlu. Feed an Iraq vassal if the player doesn't wish to deal with all the Separatism and different religion/culture unrest problems. Humanism or even Religious works well as a second idea for this reason. Past the Mamluks and Qara Qoyunlu, there will be a lot of wrong religion provinces, so keep this in mind.
Now that Qara Qoyunlu should be crumbling, Ethiopia under Hejaz's vassal, Arabian fully controlled, and most of the Mamluks conquered, there are multiple options to take- they can expand along North Africa, or go down the coast of East-Africa, for the rich gold provinces that Mutapa hold. The player can also release Persia and begin feeding them (if they haven't broken free already). If the player has colonized around India, they could no-CB war to get a foothold there. There are a few good Sunni states to diplo-vassalize in India. If the player is feeling strong enough, they could even push into Anatolia and destroy the Ottomans.