Egypt: Gameplay Information

Egypt: Faction Symbol

Egypt stands on the brink of sparking off Total War with its lust for the Holy Lands. It relies on it's depth and quality of cavalry types for victory, early on calling on the average Desert Cavalry for skirmishing duty, and the light Arab Cavalry to finish them off. Mamluk Archers are an elite horse archer unit that the Egyptian player gains surprising early from a stone castle, and is comparable with the Siaphis of the Turks, or indeed the dreaded Mongol Heavy Archer, with an AP attack from a Mace to fight their way out of (or into) trouble. As a result, they are very capable units for all eras, and the player mustn't leave home without some.

Later on in the game, the Mamluks can be recruited. These are the staple for Egyptian armies, and despite having a weaker charge than the knights of Europe their maces make them more than a match for the Feudal knights of the crusaders. Right at the top of the tree are the Royal Mamluks- frighteningly costly, these are none-the-less the Islamic world's answer to Chivalric knights, although the contest will be close and bloody - it would be best to reserve these for where the tide needs turning, as their lives cannot be afforded to be thrown away.

What Egypt gains from its cavalry it loses from its infantry. There are no good swordsmen or attacking units in the roster until late in the game, where the Tabardariyya and the deadly Hashashim can be recruited from Militia Barracks (city only) and guild respectively. Instead, the player must rely on Saracen Militia for the backbone of their lines - easily recruitable from the large cities such as Cairo, their armour means they won't run too easily if well supported. From Castles dismounted Arab cavalry make excellent spearmen and cost less, although have a point less of defence. However for mercenaries, they can recruit Sudanese Tribesmen from anywhere in Africa and Ghazis from Jihads- both excellent light infantry units that you can depend on.

In the archery department, Egypt has archer militia that can be recruited from low-tier cities for cheap and deadly fire, but Desert archers are probably the best foot archers the player can call upon- longer ranged and fairly cheap, I consider these better than the Nubian archers- firstly because of them being a tier lower they can become more widely available, secondly because, while the Nubians have a mace and higher close combat skills they have as much moral as the desert archers (That is, 3- you have to watch your missile troops) and less defence (6 against 4). Add in the fact the Nubians cost more in both recruitment and upkeep they simply aren't worth it. Things pick up when you recruit the Naffatan - while slated as being a potential liability, your poor quality infantry compared to the West mean you're going to need as much moral high ground as you can get. Egypt also has access to the Sudanese Gunners- meatier and deadlier versions of the Arquebusiers.


Table of Contents


Campaign Overview

Religion
  • Muslim
Long Campaign Win Conditions
  • Take 45 Regions
  • Take Jerusalem
  • Take Constantinople
Short Campaign Win Conditions
  • Take 15 Regions
  • Outlive Moors
  • Outlive Turks
Finances
  • Initial Money: 8000 Florins
  • King's Purse: 1500 Florins
Initial Settlements
  • Cairo (Minor City, Capital) - City Watch, Minareted Masjid, Land Clearance, Dirt Roads, Grain Exchange, Town Hall
  • Alexandria (Large Town) - None
  • Gaza (Castle) - Stables, Dirt Roads
Initial Generals
  • Sultan Al-Zahir (60, Faction Leader) - 3 Command, 0 Chivalry/Dread, 2 Authority, 6 Piety
  • Crown Prince Al-Mustansir (45, Faction Heir) - 4 Command, 0 Chivalry/Dread, 5 Loyalty, 6 Piety
  • Mubarak (35, Family Member) - 1 Command, 0 Chivalry/Dread, 5 Loyalty, 5 Piety
Initial Admirals
  • None
Initial Agents
  • Tamer Unujur (20, Spy) - 5 Subterfuge
  • Mahfouzs (34, Imam) - 4 Piety
  • Fahim (20, Diplomat) - 2 Charm
Initial Troops
  • General's Bodyguard - 3
  • Peasant Archers - 2
  • Spear Militia - 7
  • Desert Archers - 5
  • Peasants - 2


Egypt: Starting Positions

Egypt is in one of the best positions on the map. East is the direction the player should be heading, for in the west Sicily and the Moors won't bother marching across the desert and south is a motte and bailey and the edge of the map. Besides, the Holy Land starts of reasonably well developed, with large towns and minor cities - even a stone castle in Acre. The Crown Prince makes an excellent general for your first army - you can probably attack straight away with your starting units. You may have to fight the Turks for Antioch, though - don't bother getting an alliance with them, as you're going to want their lands quickly enough - head into their lands ASAP to catch them on the back foot, and make sure you crush them all at the same time- you don't want to take control of Turkey only to find they've suddenly recruited full stacks around Baghdad. Your agents should be developing nicely- both Imams from converting your vast tracts of land so you can call Jihads and your assassins. Since the Hashashim provide one of the few reliable infantry units for Egypt, you're going to want that guild. Kill as many as possible with your assassins to the extent of sending them in first before (or instead of) your armies - for some reason Antioch is a good place for them, right on the edge of Turkish lands. Other guilds you'll want are the Theologian's guild (often appears in Cairo), and lots of Merchant Guilds, especially in Alexandria, Jerusalem and Antioch - these will make their money from sea trade, while Cairo will end up relying mostly on land trade. Stealing Cyprus from the Byzantines can also help boost the Outremer sea trade.

You should be coming into contact with the old Byzantine empire easily within the first 50 turns in most games - don't be afraid to send some Mamluk Archers out to do some damage and retreat again. Once you've reached that stage of the game, it's coasting - you can either spill into Greece and the Balkans, or sit back and develop your spoils. Either way, it doesn't really matter what you do as long as you repel any fast-moving invaders - yes, which means Crusaders and Mongols. Crusaders are the easier of the two and can be avoided to a large extent if you ship a diplomat overseas to Rome within the first few turns. If you do get crusaded against, your horse archers should make a mockery of the Westerners and if you lose the city, you can always Jihad it back. The Mongols are a far greater threat, and there are three main ways of dealing with them - the first is as soon as you get the 'Threat from the East' message start making as many units as possible in your eastern cities - Baghdad, etc. Pull all your armies back and march them for the Eastern map edge with as much speed as possible - possibly even abandoning your infantry. From there you hold the siege for as long as possible while your armies arrive, and kill as many as you can during the assault. Your armies then either meet them in the field head-on or contain them at the bridge east of Antioch. The second method is much the same as the first but as taking the Mongols on in the field isn't everyone's cup of tea, you can hide in cities and castles and hold them there. The third way is slightly more sneaky - as soon as the first two generals appear, assassinate them using your best men. This will kill the faction instantly, army and all, but if you want a challenge this isn't for you.

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Recruitable Units

The following table contains all of the units that Egypt can recruit in Multiplayer and Custom Battles. For the Grand Campaign, use the "All" period with the following corrections:

  • Units in (Brackets) are mercenaries and therefore cannot be trained in campaign, although any general can recruit them in the field if he has space in his army and there are some available.
  • Units in [Square Brackets] cannot be recruited in campaign, they are for Multiplayer and Custom Battles only.
  • Units in Italics can only be recruited in certain regions (eg. The New World) or after a certain event (eg. The discovery of gunpowder).

PeriodMilitia UnitsInfantryMissile InfantryCavalryMissile CavalryArtillery
Early
    • Peasants
    • Nubian Spearmen
    • Kurdish Javelinmen
    • Dismounted Arab Cavalry
    • Peasant Archers
    • Desert Archers
    • Naffatun
    • Arab Cavalry
    • Desert Cavalry
    • General's Bodyguard (Early)
    • (Kwarizmian Cavalry)
    • Mamluk Archers
    • (Bedouin Camel Riders)
    • Ballista
    • Catapult
    High
    • Saracen Militia
    • Peasants
    • Nubian Spearmen
    • Kurdish Javelinmen
    • Dismounted Arab Cavalry
    • Tabardariyya
    • Hashashim
    • (Sudanese Tribesmen)
    • Peasant Archers
    • Desert Archers
    • Naffatun
    • Arab Cavalry
    • Desert Cavalry
    • Mamluks
    • Royal Mamluks
    • General's Bodyguard (Early)
    • Mamluk Archers
    • (Bedouin Camel Riders)
    • Ballista
    • Catapult
    • Trebuchet
    • Bombard
    • Grand Bombard
    Late
    • Saracen Militia
    • Halberd Militia
    • Peasants
    • Nubian Spearmen
    • Kurdish Javelinmen
    • Dismounted Arab Cavalry
    • Tabardariyya
    • Hashashim
    • (Sudanese Tribesmen)
    • Peasant Archers
    • Desert Archers
    • Naffatun
    • Sudanese Gunners
    • Arab Cavalry
    • Desert Cavalry
    • Mamluks
    • Royal Mamluks
    • General's Bodyguard (Late)
    • Mamluk Archers
    • (Bedouin Camel Riders)
    • Cannon
    All
    • Spear Militia
    • Saracen Militia
    • Halberd Militia
    • Archer Militia
    • Peasants
    • Nubian Spearmen
    • Kurdish Javelinmen
    • Dismounted Arab Cavalry
    • Tabardariyya
    • Hashashim
    • (Sudanese Tribesmen)
    • Peasant Archers
    • Desert Archers
    • Nubian Archers
    • Naffatun
    • Sudanese Gunners
    • Arab Cavalry
    • Desert Cavalry
    • Mamluks
    • Royal Mamluks
    • General's Bodyguard (Early)
    • General's Bodyguard (Late)
    • (Kwarizmian Cavalry)
    • Mamluk Archers
    • (Bedouin Camel Riders)
    • Ballista
    • Catapult
    • Trebuchet
    • Bombard
    • Grand Bombard
    • Cannon

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    Constructable Buildings


    Cities

    Building TypeVillageTownLarge TownMinor CityLarge CityHuge City
    WallsWooden Palisade (Upgrade)Wooden Wall (Upgrade)Stone Wall (Upgrade)Large Stone Wall (Upgrade)Huge Stone Wall (Upgrade) 
    Improved Towers Ballista Towers
    Barracks Town WatchTown GuardCity WatchMilitia Drill SquareMilitia BarracksArmy Barracks
    Siege Ballista MakerCatapult MakerSiege Works 
    Horse Racing Racing TrackSultan's Racing Track 
    Smiths Leather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour Factory
    Ports PortShipwright 
    Sea Trade Merchants' WharfWarehouseDocklands
    Trade Grain ExchangeMarketBazaarLarge BazaarGrand Bazaar
    Roads Dirt Roads Paved Roads 
    FarmsLand ClearanceCommunal FarmingCrop RotationIrrigation 
    Bimaristans BimaristanGreat Bimaristan
    Academia University
    Mosques Small MasjidMasjidMinareted MasjidJamaGreat Jama
    Inns Shisha BarShisha DenShisha HouseWayfarer's RestPleasure Palace
    Town Hall Town HallCouncil ChambersDar al-ImaraSultan's Palace
    Hashashim's Guild  Hashashim's GuildMaster Hashashim's Guild Hashashim's Guild Headquarters
    Masons' Guild Masons' GuildMaster Masons' GuildMasons' Guild Headquarters
    Theologians' Guild Theologians' GuildMaster Masons' GuildMasons' Guild Headquarters
    Merchants' Guild Merchants' GuildMaster Merchants' GuildMerchants' Guild Headquarters
    Alchemists' Guild Alchemists' GuildMaster Alchemists' GuildAlchemists' Guild Headquarters
    Thieves' Guild Thieves' GuildMaster Thieves' GuildThieves' Guild Headquarters
    Explorers' Guild Explorers' GuildMaster Explorers' GuildExplorers' Guild Headquarters
    Swordsmiths' Guild Swordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild Headquarters
    Horse Breeders' Guild Horse Breeders' GuildMaster Horse Breeders' GuildHorse Breeders' Guild Headquarters


    Castles

    Building TypeVillageMotte and BaileyWooden CastleCastleFortressCitadel
    CastleMotte and Bailey (Upgrade)Wooden Castle (Upgrade)Castle (Upgrade)Fortress (Upgrade)Citadel (Upgrade) 
    Improved Towers Ballista TowersCannon Towers
    Stables StablesSheikh's StablesAmir's StablesSultan's StablesCaliph's Stables
    Barracks Mustering HallGarrison QuartersDrill SquareBarracksArmoury
    Ranges BowyerPractice RangeArchery RangeMarksman's Range
    Siege Ballista MakerCatapult MakerSiege Works
    Cannons GunsmithCannon MakerCannon Foundry
    Smiths Leather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour Factory
    Ports PortShipwrightDockyardNaval Drydock
    Roads Dirt Roads Paved Roads 
    Farms Land ClearanceCommunal FarmingCrop RotationIrrigation 
    Mines MinesMining Network
    Mosques Small MasjidMasjid 
    Swordsmiths' Guild Swordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild Headquarters

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