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Fashros

As of 1.3.1, Fashros is universally considered the easiest nation in the mod. With an insane government form, strong religion and extreme mission tree it is extremely easy to grow in power. However, the thing most players struggle with is keeping a very high pace of conquest, and growing to an unbelievable size.

To start, Fashros can simply follow its mission tree to defeat Nozumol, then Biliku. One particular note though is that, when deciding the fate of Emtik, it is better to give Vanoma the technology proposal. The player can get far more out of its bonuses than they can out of seizing Emtik.

Fashros' true campaign begins when you invade Yabonia. Although seemingly the strongest nation, they are plagued by debuffs and will collapse if Jimkalin is occupied (note: this only works with an AI Yabonia). From there, you can easily eat up the entire North. Razing is crucial to Fashros, and you can also concentrate development on top of that. While this will inevitably give you a lower development, especially if you want to carry on as Kisholi, it makes coring and fighting rebels easier. The points from razing should be invested in tech, ideas as well as developing the Fashran Heartland to complete your missions.

After Yabonia has collapsed, your next path of expansion should be to attack Kapolia, the strongest Jasuan nation. Diwelly and Iaperko, which will stand between you and Kapolia, usually ally either Kapolia or Yabonia and so you can easily annex them in the first war or cobelligerate Kapolia. After taking as much as possible, your paths of expansion open up. One route could be to Stroktur, and eventually into Emastalia, one of the best trade nodes in the game. You could also expand into Aresia, although the mountain forts and quantity of OPMs might make this tedious. The general recommended path though is to follow your missions and invade the South, taking out the Yabonian remnants and Kinvirel. Along with completing your missions, this will also give you access to the lucrative Kinvirel trade node. Your next task will be to move along the Hoxoi coast, and eventually into Ga Xal. You should however be wary of overextension, as this can easily trigger mass revolts across your nation. It is advised to leave stacks behind to suppress rebels. You should also delete most of the forts that get left over from conquering nations, as they cost too much to upkeep. Only maintain forts in optimal terrain or at chokepoints.

In terms of ideas, it is recommended you pick Religious, Humanist and Horde. Religious will help you convert at a much higher pace, which is needed for your missions as well as to reduce unrest. Humanist will further quell your unrest problem, as revolts are frequently the most annoying and tedious part of any Fashros playthrough. Finally, horde ideas give you even more unrest reduction and strengthen your cavalry, allowing you to fight rebels easier.

One of the most tedious rebels to fight will be Fashran Particularists. These will usually spawn with upwards of 100k troops on the other side of your empire from where your armies will typically be located, and might distract you for upwards of several years trying to stamp them out. The best option is thus usually to just accept their demands. Using harsh treatment on them might also be preferable.

In terms of conversion, as long as you finish religious ideas and become defender of the faith, converting Jasua and Ga Xal won't be much of an issue. You may want to target pagan provinces, easy to convert provinces first to complete some of your missions faster. Army composition will be similar to regular horde playthroughs, focusing on high cavalry alongside your infantry.

One you get your claims on Ga Xal, the game might become increasingly more prone to rapid snowballing, as well as revolts. Taking Ga Xal isn't hard, and you can rapidly expand in all directions to take out the major powers of Delkia, Ale Mea, Moshiria and Noka Mor. Building up a good navy will however be essential to invading the islands of Moxon, needed to finish your missions. At this point in the campaign, the overextension might make revolts extremely commonplace, so you will only be fighting with a small fraction of your total strength. Additionally, money might start becoming an issue on account of your enormous land army, but this can easily be solved by selling crownland or taking loans. Do not fret if you start losing upwards of 30 ducats a month, as you basically cannot go bankrupt as Fashros due to their large size, and even if you do, your empire will split apart in 322 anyways.

Once Fashros splits apart, the player is generally advised to stay away from Kisholi as their disaster is currently way too hard to handle, and even choosing to split, Nafa becomes an imminent threat. While this can be fun for experienced players, the sudden whiplash of dominating everything to struggling to survive might be difficult and frustrating following a long campaign. Jafxoi is the easiest Tonxara to survive as, and allows the player to play as Amaxras, one of the rarest nations in the mod. Nhoma is also good, as the nations of Bastrania and Anmoea are the only ones with content in post-collapse Fashros.

Pextoglazia

Laglon

Nutia

Sixan

Morsum

Pyarxu

Okus

Nafa