- +10% Infantry combat ability
- +1 Possible advisors
- +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
- +50% Available mercenaries
Reconquest of Pulicat
Base weight: 3000
Vijayanagar owns the target province.
Any of the following is true:
Vijayanagar can form Bharat as a Dravidian nation.
- Main article: Vijayangari events
Vijayanagar's events are focused on its temples, poets and various interactions with its Tamil populace, including multiple uprisings.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.11.
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 the army up to the forcelimit, then attack them and get as much land as possible, this means conquer provinces, then release vassal from them to feed with cores from Muslim enemies. If the player waits, Bahmanis will ally with Gujarat and build a bigger army, slowing down expansion. In the meanwhile, vassalize one of the three OPMs to the west, conquer the other two and sell provinces an appropriate vassal.
Celyon rarely builds an army bigger than 5k and almost never has allies, so can be conquered later. Orissa often ends at war against Bengal and its Muslim allies, so if the player times their war against Orissa wisely it will be easy to get Vijayanagari cores.
Now, after having integrated the players western vassal, the player has water on three sides with Orissa and Gujarat to the North. The players NIs and starting position mean that they are destined to be a trade leader with tons of gold and large mercenary armies, at least initially. It is advisable to hire mercenaries if the player keeps attacking those two, since frequent wars will be a major drain on manpower.
It's advisable to return cores to 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 overextension 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 Vijayanagar, 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 technology, as Vijayanagar has a high income and can afford level 3 advisers. But if, for whatever reason, the player wants to westernize, just place 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, Australia, Polynesia, and Philippines.