MTW Jihad

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Jihad
Cost: 500
Turns to Build: 2
Culture: Muslim
Buildings Needed: Ribat
Unit Card:

The Jihad marker is built from the Ribat. Building a Jihad marker does not automatically start the jihad, the target will need to be set and certain requirements met. More than one marker may be built, and unlike Crusades, more than one can be active for a faction at any given time.

To start the jihad, the Jihad marker on the campaign map should be picked up and dropped on the target province. The target province must have once belonged to a Muslim faction at an earlier point in the game, jihads can only recover provinces captured from the Muslims.

The Jihad marker can hold 32 units (twice the size of a normal army stack) once the jihad is started. Units placed into the marker are committed to the jihad until it is completed, but do not cost any upkeep. Placing the faction leader or the heir into the Jihad marker is generally not a good idea.

If a Ribat is destroyed, all Jihad markers created from that province (active or not) will be destroyed. Any active jihad with a destroyed marker will automatically fail in place. This will cost the faction leader a lot of expense and influence.