This article is considered accurate for the current version of the game.
- +1 Possible advisors
- +20% Religious unity
- +10% Global trade power
- +10% Cavalry combat ability
- -10% Stability cost modifier
- +1 Tolerance of heretics
- +1 Tolerance of heathens
- +1 Yearly prestige
- +1 Diplomats
- +5% Discipline
- +100% Available mercenaries
In 1444, Vijyanagar is a Hindu feudal monarchy in Southern India. It's in prime position to eventually unite the Indian subcontinent.
- Main article: Vijayangari events
Vijayanagar's events are focused on its temples, poets and various interactions with its Tamil populace, including multiple uprisings.
Vijayanagar can form Hindustan,as a Dravidian nation.
Vijayanagar is in an enviable position. Water on two sides, 3 OPMs on the west with the only real threats being from the North. In addition, their capital city is in one of the richest trade nodes on the planet (Ceylon) with the Bengal node just upstream- it is easily possible to dominate world trade.
The first order of business is to take care of the player's northern rival - Bahmanis. Build your army up to your forcelimit (14), then attack them and get as much as possible (conquer provinces, then release vassal from them to feed with cores on your Muslim enemies). If the player waits, it will ally with Gujarat and build a bigger army, slowing down your expansion. In the meanwhile, vassalize one of the three OPMs on your west, conquer the other two and sell provinces to your vassal. Celyon rarely builds an army bigger than 5k and almost never has allies, so you can conquer them later. Orissa often ends at war against Bengal and its Muslim allies, so if the player time your war against it wisely it will be easy to get Vijay's cores and the provinces needed to increase your trade power and, eventually, form Hindustan.
Now, after having integrated the players western vassal, the player has water on three sides and Orissa (if you haven't already conquered/vassalized it) and Gujarat to the North. The players NIs and starting position mean that he is destined to be a trade leader with tons of gold and large mercenary armies, at least initially. It is advisable to hire mercs if the player keep attacking those two, since frequent wars will be a major drain on manpower. It's advisable to return cores to your vassals or other countries rather than directly conquer provinces. This allows the player to save up Admin points, and not fall behind as well as reducing your OE and Aggressive Expansion, avoiding coalitions against the player.
By now, the player should be leading the world in Trade and probably be in the top bracket income wise. Continually build trade ships and move power down from Bengal while keeping enough ships to keep 80-90% power in Ceylon. The remaining nations of India will most probably hate Vijay, but the player should be able to fight them off without much difficulty. Making use of the navy to speed up sieges in coastal provinces is advisable. "Rival" and slowly destroy big blobs forming on the subcontinent. It might be good idea to rival and embargo Oman if they are taking a lot of trade action in Ceylon.
Generally, the player is never far behind in tech, as Vijayanagar has a high income and can afford level 3 advisers. But if, for whatever reason, the player wants to westernize, just plop a colony in Africa next to Spain or Portugal once they get there. This means the player must take the Exploration idea group- also allowing the player to get a foothold in Indonesia and Philippines.
Forming Hindustan as Vijayanagar
This strategy focuses specifically on how to form Hindustan, and the needed steps to do so. As Vijayanagar, the player is in a prime position to form Hindustan. They begin as one of the largest Indian states, closest to the richer trade nodes in the game, and have good enough ideas. Their rivals can all be taken out with ease, and there is plenty of room for easy expansion.
To begin, the player should look to completely lock down the West side of their tip of India, mainly to secure the ports there (and thus the Ceylon node), and to get the provinces needed to form Hindustan. This means either vassalizing or outright annexing the many small states there. Hopefully these provinces will give the player a larger edge over it's rivals of Gujarat, Bahmanis and Orissa. If the player is worried about being attacked while at war, wait until the threat is at war before declaring.
Hopefully the player now has most of the western states annexed/vassalized. Building your army up (with mercenaries, as Vijay can usually afford it) and your navy's light ships. The next step would be to focus on Orissa, and reclaiming the player's cores. As one of them is an important trading center, taking these provinces is paramount. Orissa should be no match for Vijay's army, even if they have some allies. If the player's AE isn't too high, taking some other provinces (the important center of trade ones, specifically) is a good idea.
Ceylon is now the prime target for annexation. They hold an important center of trade, are isolated with few allies, and Buddhist. Nobody will care if they are annexed outright, and they have a very small army. Vijay needs their capital to form Hindustan anyways.
The player should now hold most of the provinces needed to form Hindustan. The rest of them only require pushing into Bahmanis and Orissa territory, two states that Vijay's army should be able to beat quite easily. The only thing to look out for is coalitions forming. Releasing vassals and diplo-vassalizing them could be a good idea, if the player has too much AE.
As the player can see, forming Hindustan as Vijayanagar is only a matter of patience and not being sloppy with wars. Be cautious of Vijay's events, though- some of them are quite nasty, such as increasing unrest in large parts of your territory and such. After forming Hindustan, the player now has claims on all of India. Take advantage of this and push in every available direction- cut down blobs by releasing countries wherever possible, and gobble up all OPMs available. Focusing on Shia/Sunni countries could be a good idea, to cut down on any conversion the player might need to do.
If the player has reached this far, and conquered all of India, they are most definitely a world power. India has high BT provinces and is in an excellent position to expand - the usually collapsing Timurids, the weak states to the East, or the out of date Hordes to the North.