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Barbary States (ETW Faction)

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Barbary States (ETW Faction)
BarbaryStates FlagETW.png
Name: Barbary States
From Game: Empire: Total War
Religion:Islam
Culture: Middle Eastern
Playable:

The Barbary States is an unplayable minor faction in Empire: Total War and a protectorate of the Ottoman Empire.

Overview

Monarchy Republic

The Barbary States in-game are representatives of the historical Bey of Tripoli, Bey of Tunis, Dey of Algiers, and others. They were subjects under the Ottoman Empire but were de-facto independent. The most notable Western interaction with the Barbary States around this period were the Barbary Wars fought between the states and the young United States of America, over piracy and enslavement of American sailors. The Barbary states were eventually annexed or turned into spheres of influence by Italy and France, although they eventually declared independence sometime after World War II.

Details

The Barbary States lie on the coast of northern Africa and are one of the two Ottoman protectorates (along with the Crimean Khanate). They are infamous for raiding foreign ships and trade routes in the whole Mediterranean and are at war with most nations. Their relations with the Ottomans are good and the alliance between the two countries is stable, although when reduced to one region the barbary States will sometimes become the protectorate of another nation.

The Barbary states are an Islamic state under an Absolute Monarchy. They operate on the northern coast of Africa and in the Mediterranean.

The Barbary States act much as the pirate faction of Europe, pilfering trade routes and being a general nuisance to almost every nation (aside from the Ottoman Empire, to whom they are protectorates). Like the pirates, the Barbary States begin the game at war with every nation except the Ottomans. Unlike the pirates, the Barbary States can declare peace, form alliances, broker trade agreements, etc. The Barbary States has a middle-eastern roster of units similar to the Ottomans and Persians.

The Barbary States' navies are not impressive, consisting almost entirely of galleys and light galleys. Therefore, a nation with a properly equipped navy can stand to make a quick profit by seizing Barbary ships.

The Barbary States are hindered by their very poor unit roster, their hostility towards almost every nation, and their very poor lands. They generally find themselves being taken over by Spain, Morocco, and sometimes even the minor states in the Italian peninsula.

The Barbary States can have a revolution and emerge as a republic. (All Nations listed as Absoulute Monarchy can end up a republic with the lower order being unhappy) Their republic flag is similar to their monarchy flag, with the exception of red (rather than black) background and lacking the crescent moon.

It is generally unnecessary to take the fight to the Barbary States; what money they take is usually insignificant, they're hard to reach for many nations (excluding the ones with a coast in the Mediterranean) and the A.I hunts down Barbary ships with extreme prejudice. However, invading the Barbary States acts as a sound precursor for the invasion of the Ottoman Empire or vice versa.

Starting Position

Basics at start

  • Protectorate ofOttoman Empire
  • Allies – None
  • Trade PartnersOttoman Empire
  • EnemiesFrance, Georgia, United Provinces, Russia, Savoy, Austria, Denmark, Sweden, Venice, New Spain, Genoa, Louisiana, Saxony, Spain, Westphalia, Poland-Lithuania, Italian States, Thirteen Colonies, Hannover, Bavaria, Prussia, Courland, Knights of St John, Portugal, Great Britain, Pirates
  • Religion – Islam
  • Government – Absolute Monarchy
  • Ruler – Mehmed I (Sultan)
  • Population – 4,530,480
  • Prosperity – Destitute
  • Prestige – Feeble
  • Treasury – 9000
  • Technology – None
  • Imams – None
  • Hashishins – Jahangir Farrakhan (Tunis), Mohammed Al Amri (Tripolitana), Nurddin Akil (Algiers)
  • Scholars – None

Europe Theatre

Tripoli, Tripolitana
  • Starting Buildings – Military Governor’s Encampment, Settlement Fortifications
  • Infrastructure - Basic Roads
  • Population – 339,458
  • Wealth – 200
  • Religion – Islam 100.0%
  • Starting Towns/PortsSurt (Trading Port)
  • Later Villages/PortsMisratah (Village), Benghazi (Village)
Tunis, Tunis
  • Starting Buildings – Cannon Foundry, Magistrate
  • Infrastructure – Basic Roads
  • Population – 2,642,789
  • Wealth – 1125
  • Religion – Islam 100.0%
  • Starting Towns/PortsZaghouan Farmland (Peasant Farms), Djerissa Mines (Iron Mine), Safaqis (Shipyard)
  • Later Villages/PortsKasserine (Village), Tataouine (Village)
Algiers, Algiers
  • Starting Building – None
  • Infrastructure – Basic Roads
  • Population – 1,548,233
  • Wealth – 1325
  • Religion – Islam 100.0%
  • Starting Towns/PortsZaccar Mines (Iron Mine), Tizi Ouzou Farmland (Peasant Farms), Oran (Shipyard)
  • Later Villages/PortsBejaia (Village), Annaba (Port)
Empire: Total War | Factions | Playable Factions:
Austria | France | Great Britain | Marathas | Ottoman Empire | Poland-Lithuania | Prussia | Russia | Spain | Sweden | United Provinces | United States* *Must complete Road to Independence to unlock United States
Non-playable Factions:
Barbary States | Bavaria | Cherokee Nations | Courland | Crimean Khanate | Dagestan | Denmark | Genoa | Georgia | Hannover | Huron Confederacy | Inuit Nations | Iroquois Confederacy | Italian States | Knights of St. John | Morocco | Mughal Empire | Mysore | Plains Nations | Portugal | Pueblo Nations | Persia | Pirates | Savoy | Venice | Westphalia | Wurttemberg
Protectorate Factions:
Barbary States | Courland | Crimean Khanate | Louisiana | New Spain | Saxony | Thirteen Colonies
Emergent Factions:
Afghanistan | Gran Colombia | Greece | Hessen | Hungary | Ireland | Mamelukes | Mexico | Naples & Sicily | Norway | Punjab | Quebec | Scotland | United States
Cancelled Factions:
Khanate of Khiva | Tuscany | Mecklenburg | Schleswig-Holstein | Swiss Confederation
Tutorial Factions:
Virginia Colonists | Powahatan Confederacy
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