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The kingdoms of Muslim North Africa fight for the survival of their lands against each other, but more often than not, grasping vassals cause the most strife. To the east, the Mamluk Empire (which will be covered in a future Dev Diary) is dominated by the emirs, while in the west, the Marinid Sultanate of Maghreb threatens to tear itself apart, its collapse having already started in the south. The Zayanid emirate is sandwiched between two larger sultanates, but a ruler who is able to keep control of his vassals and direct the full force of the kingdom during a period of Marinid weakness might well be able to remove all fears of Marinid vassalage, which was ever-present in the 14th century. Finally, the Hafsid Sultanate of Ifriqiya stands to their east, the strongest and most coherent of the three major kingdoms. Although it had seen a period of diminished power in the last century, an era of renewed strength has dawned, with the remains of the Thabitid emirate barely clinging on to Tripoli.
This area provides an excellent opportunity for many different challenges- the Marinid Sultanate should in theory be a powerful kingdom, but the Crown will need to be strengthened and the rapacious emirs reined in, before its true power can be unleashed. The Zayanid emirate is ideal for those looking to play the underdog- it won't be easy to defeat the Hafsids, but opportunistic western assaults will be greatly beneficial- but there are many paths open to you... Finally, the Hafsid Sultanate is great as an easier start for those looking to expand rapidly. The lands to the west are ripe for the picking, and the Sultanate is in a strong position to seize Mediterranean islands from their European lords.
Emir Muh
As mentioned, Emir Muh's ostensibly weaker start presents only opportunities to more experienced players. His vassals are under control, he has his whole life ahead of him, and he is ready for marriage. A marriage alliance with the Hafisd Sultanate would both secure the eastern border and provide a huge military advantage in the inevitable wars with the Marinids. However, although Muh owes his allegiance to no man, it may well be beneficial to swear fealty to either of the neighbouring sultans- the Marinid Sultan's weakness means that Muh would be in a good position to be a powerful political influence from within the sultanate, allowing him free rein to steal land from other emirs.
However, Muh's small personal demense remains a weakness, and players must be careful not to underestimate the raw military advantage of his neighbours.
Emir Hafs-Umar
The Umarid emirate dominates the entirety of southern Mahgreb and, although a vassal to the Marinid Sultan, he is undoubtedly more powerful than his liege. Playing as Hafs-Umar will open up several different paths; you many wish to further his control of the sultanate by conquering the sultan's other vassals, and using intrigue to claim the throne for yourself. Alternatively, you might prefer to declare independence and expand southwards. There are weak tribes which were once part of the sultante, but have long since left the sultan's vassalage. Perhaps they will learn to call you their master instead. Having brought them under control, you will border Mali, a rich and prosperous kingdom. If you desire its wealth for yourself, how will you make that dream a reality?
Chief Titañe
The Chief of the Canary Isles is definitely one of the most challenging starter characters. He has just a single holding, very few troops, and is cut off from the few remaining African Pagan rulers. However, this makes the early game especially interesting. How will you secure your dynasty's future? The greedy Europeans already have a footing on the island and have begun missionary work. Swearing fealty to the Marinids would defend you from conquests- for now- but what about your religion? You might just survive by paying the infidel tax and doing all you can to placate the Sultan- a path fraught with risk, but it might just work. On the other hand, converting to Islam will significantly increase your chances of survival and would open up opportunities for expanding your power... but how could your ancestors ever forgive you for abandoning their customs?
As you can see, the north coast of Africa is a great place for many different play styles, whether you want to play the greedy vassal, the proud, independent emir or the pagan ruler struggling to survive in these new times without bringing shame upon your ancestors! Just writing this has given me plenty of ideas for playthroughs that I would love to do! Let me know what you thought of our first foray outside of Europe! This week's dev diary comes to an end here, but there will be more news as usual next week. What areas are you looking forward to seeing next?
Here are all of the dev diaries so far:
Dev Diary #000
Dev Diary #1
Dev Diary #2
Dev Diary #3
Dev Diary #4
Dev Diary #5
Dev Diary #6
Dev Diary #7
Dev Diary #8
The kingdoms of Muslim North Africa fight for the survival of their lands against each other, but more often than not, grasping vassals cause the most strife. To the east, the Mamluk Empire (which will be covered in a future Dev Diary) is dominated by the emirs, while in the west, the Marinid Sultanate of Maghreb threatens to tear itself apart, its collapse having already started in the south. The Zayanid emirate is sandwiched between two larger sultanates, but a ruler who is able to keep control of his vassals and direct the full force of the kingdom during a period of Marinid weakness might well be able to remove all fears of Marinid vassalage, which was ever-present in the 14th century. Finally, the Hafsid Sultanate of Ifriqiya stands to their east, the strongest and most coherent of the three major kingdoms. Although it had seen a period of diminished power in the last century, an era of renewed strength has dawned, with the remains of the Thabitid emirate barely clinging on to Tripoli.

This area provides an excellent opportunity for many different challenges- the Marinid Sultanate should in theory be a powerful kingdom, but the Crown will need to be strengthened and the rapacious emirs reined in, before its true power can be unleashed. The Zayanid emirate is ideal for those looking to play the underdog- it won't be easy to defeat the Hafsids, but opportunistic western assaults will be greatly beneficial- but there are many paths open to you... Finally, the Hafsid Sultanate is great as an easier start for those looking to expand rapidly. The lands to the west are ripe for the picking, and the Sultanate is in a strong position to seize Mediterranean islands from their European lords.

As mentioned, Emir Muh's ostensibly weaker start presents only opportunities to more experienced players. His vassals are under control, he has his whole life ahead of him, and he is ready for marriage. A marriage alliance with the Hafisd Sultanate would both secure the eastern border and provide a huge military advantage in the inevitable wars with the Marinids. However, although Muh owes his allegiance to no man, it may well be beneficial to swear fealty to either of the neighbouring sultans- the Marinid Sultan's weakness means that Muh would be in a good position to be a powerful political influence from within the sultanate, allowing him free rein to steal land from other emirs.
However, Muh's small personal demense remains a weakness, and players must be careful not to underestimate the raw military advantage of his neighbours.

Emir Hafs-Umar
The Umarid emirate dominates the entirety of southern Mahgreb and, although a vassal to the Marinid Sultan, he is undoubtedly more powerful than his liege. Playing as Hafs-Umar will open up several different paths; you many wish to further his control of the sultanate by conquering the sultan's other vassals, and using intrigue to claim the throne for yourself. Alternatively, you might prefer to declare independence and expand southwards. There are weak tribes which were once part of the sultante, but have long since left the sultan's vassalage. Perhaps they will learn to call you their master instead. Having brought them under control, you will border Mali, a rich and prosperous kingdom. If you desire its wealth for yourself, how will you make that dream a reality?

Chief Titañe
The Chief of the Canary Isles is definitely one of the most challenging starter characters. He has just a single holding, very few troops, and is cut off from the few remaining African Pagan rulers. However, this makes the early game especially interesting. How will you secure your dynasty's future? The greedy Europeans already have a footing on the island and have begun missionary work. Swearing fealty to the Marinids would defend you from conquests- for now- but what about your religion? You might just survive by paying the infidel tax and doing all you can to placate the Sultan- a path fraught with risk, but it might just work. On the other hand, converting to Islam will significantly increase your chances of survival and would open up opportunities for expanding your power... but how could your ancestors ever forgive you for abandoning their customs?
As you can see, the north coast of Africa is a great place for many different play styles, whether you want to play the greedy vassal, the proud, independent emir or the pagan ruler struggling to survive in these new times without bringing shame upon your ancestors! Just writing this has given me plenty of ideas for playthroughs that I would love to do! Let me know what you thought of our first foray outside of Europe! This week's dev diary comes to an end here, but there will be more news as usual next week. What areas are you looking forward to seeing next?
Here are all of the dev diaries so far:
Dev Diary #000
Dev Diary #1
Dev Diary #2
Dev Diary #3
Dev Diary #4
Dev Diary #5
Dev Diary #6
Dev Diary #7
Dev Diary #8
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