Africa, with its vast and windy deserts, is simply one of the most fun parts of the game, not many know. As Sicily, in the first turn, I loaded up all of my troops and sailed west. I ignored the rebel castle of Tunis and unloaded and took the next Moors castle, immediately reboarding to sail and take Marrakesh. The next ships (you have two settlements initially) will garrison and clear up units on an overland march and the cardinal which you picked up with the second wave is very useful to evangelise the population. Just make him walk all the way to the easily rebellious city of Marrakesh, converting all the way. The good thing about this tactic is that you can use all four initial boats to blockade the crossing between Spain and Africa and watch the AI whir in frustration stuck in spain as you take all of Africa and defeat isolated elements. Then after pacifying the populations, you can march up with a new army when you're ready to take all of Spain.
Five good reasons to take Africa as an Western power as soon as possible:
1) It is historically accurate for Sicily. The Normans were one of the most dynamic forces of the Mediterranean, invading not only Sicily, but also the Byzantine empire and North Africa. But you can play as any Western faction. The tactic above is not really blitzing because you have to defeat three factions and it's around turn 20 or so by the time you start on Spain.
2) Timbuktu and its good mines. I use the Sinan exploit and fill the gold mine camp with merchants. 18 merchants currently make an average of 600 gold every turn. To balance, I use money liberally as a kingmaker (having Spain, Africa and Sicily), passing on huge amounts to losing factions. I have given away over 100,000 gold before turn 80. Do not take the province next to Egypt because he will then start blockading your ports.
3) Africa needs police forces. With the huge landmass you need two small forts between the three North African cities, and one before Timbuktu, not to mention watchtowers along the roads, as rebels are numerous. Garrison each fort with only one unit of archer militia and two mounted Sergeants/Jinetes. It makes it very fun to have a weak general as Champion of Africa, who runs around the huge spaces with his fast bodyguard horses and using the Mounted Sergeants or Jinetes (as Spanish factions) as police forces to put down brigands (as they move fast), and having the only recruitable mercenaries Sudanese Tribesmen with big swords and no armour. The archer garrison is for when a serious rebellion breaks out and you need fire arrows. If you're tired of fighting in the gross landscape of Europe here you can practise true maneuver warfare in the open sandy desert, and there is the feel of Empire around it when your General is European but your levies and the enemy are all local natives, colliding in a huge scrum. Ensure that your forces are much weaker for a genuinely good time. It is incredibly fun and there are moments of greatness in this game here that I did not find in Europe proper, where the enemy are all spears or milita. Here you fight Berber or Nubian spearmen, Nubian archers, Tuareg camels, tribesmen all in one army! Fantastic when you also only have a small force of light calvary and swords and must use them properly.
4) Spain is a great place to ignore the suicidal AI. By building three forts on the roads into France, each manned by only one spearman, blocking the AI sight into conquered Spain, and having a full stack of advanced soldiers marching too and fro, it is possible to turtle very effectively, mainly for the benefit of the other factions else I have to wipe them out. Spain is very rich when you build it up through sea trade. Then the fun begins, interfering with your diplomats giving money to losing factions. The Scots pushed the Brits out of England so I married an English princess for 15,000 florins, now Brits have taken Rheims and Paris lol.
5) Crusades are easy. Take Corsica and Sardinia for trade then sail East to take Iraklion (for priests, diplomats and seige engines, plus trade), Rhodes (because I can) and then the Byzantium island. Paid Venice and Byzantium 10,000 florins each (to be fair and resume trading) and viola, your own bastion for crusades (very important for a far away Western power and to boost your generals). Simply land a prepared force on the middle East, declare Crusade (you have a footland in Italy so getting a diplomat to go to Rome and pay him off heavily is easy) and you can get there before anyone else. I usually also give the conquered holy land castles and cities to different Western powers, so it looks that a real Outremer and because I still want to trade with Egyptians and Turks (just bribe them later and don't have a bordering land with them, then their insane AI don't kick in).
At turn 80 or a bit more, Toledo is already a citadel and the rest of the Spanish and Italian cities are already huge or large cities, with full trade improvements. African cities are all minor or large cities and the best thign is you don't have to wreck Europe's cities, and the other faction units in Europe tech up to at least dismounted knights then you have real fun fighting instead of miltia all the time. You also get to use interesting combinations like my "1950's army" using only black and white units, like Hospitaller, Pavise Crossbowmen and armoured sergeants.
Lots of ships, broken up into small fleets and large navies, to discourage naval landings.
Africa is way way fun.
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