Afghanistan

Primary culture
Capital province
Government
State religion
Technology group
- +10% Domestic trade power
- +0.5 Yearly army tradition
- −10% Cost of reducing war exhaustion
- +25% Fort defense
- +20% National manpower modifier
- +1 Diplomatic reputation
- +15% Cavalry combat ability
- +1 Yearly legitimacy
- +1 Attrition for enemies
- −33% General cost
Afghanistan is an Afghan country in Central Asia. As of update 1.23 in 1444 Afghanistan begins as a vassal of the Timurids with a high liberty desire. Prior to update 1.23 Afghanistan only appeared in later start dates though early on could be created by rebels. Starting in 1444 Afghanistan has six cores on the Afghan cultured provinces in the Timurids and a single Afghan core in
Sistan. Afghanistan borders the Timurids to the north,
Sistan to the west,
Multan,
Kashmir, and
Ladakh to the east, and
Baluchistan to the south.
Decisions[edit | edit source]
Afghanistan can form Mughals.
Form Mughal Empire
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
$MONARCH$ has begun to lay the foundation of his new empire. Although inferior in numbers, his well-disciplined troops have managed to achieve several decisive victories against the Sultans of India. The battle of $CAPITAL$ became the first great victory in a series of territorial expansions and, with time, the empire of the Mughals could stretch over the larger part of the Indian plateau.
Potential requirements
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations. |
Allow
Delhi (522) is part of a state. |
Effects
The country:
If Delhi (522) is part of the HRE, but its owner is not a member then:
Delhi (522):
|
- AI will always take this decision.
- AI gives "very high priority" (600) to this decision
Missions[edit | edit source]
- Main article: Timurid missions
Afghanistan shares the same missions the Timurids. Timurid missions are mainly focused around conquering and vassalising its neighbours, Persia in particular should it appear, as well as invading India and form the
Mughals.
Strategy[edit | edit source]

Starting situation[edit | edit source]
Afghanistan begins making negative income each month. Some players might deal with this by demolishing the fort in Kandahar unless they want to resort to raising the tax output by depleting admin points in the poor terrain provinces. The fee for being a vassal being over one ducat per month will be substantial this early until the player achieves independence. The expenses for the Afghanistan in normal will generally be around six ducats per month.
Opening moves[edit | edit source]
As a vassal the most common pursuit an Afghan player might make would be to leave its subjugation by the Timurids. The player should be able to gain alliances with the other vassals of the Timurids, though if they wish to, this should be done as soon as possible as their overlord will quickly placate and influence its vassals. The highest developed Timurid vassal with the most troops, Transoxiana, would be the most prioritized ally by most players. However, the player should take into consideration that Transoxiania will often start a war for independence before the player does.
It is recommend however for the player to try and acquire countries to support their independence. Castille and Ming will generally support the player but will have little contribution to such a far away war. Instead closer common countries to help support Afghanistan's independence are Mamluks or possibly Ajam. The player might want to improve relations with these countries if they are not ready to support them.
Some players might want to let Transoxiana start their independence war first as the nations supporting the players independence will be called into the war. Afghanistan for its participation is likely to receive some cores from the Timurids though it may be preferable to take occupy and annex land from the Timurids in a separate peace deal thus remaining a vassal. Remaining a vassal the player will likely able to gain powerful countries to support their independence and take more land in their own personal war for independence. A weaker Timurids missing land and Transoxiana will likely have more enemies wishing to support the independence of a rebellious vassal like Afghanistan.
Players trying to avoid Transoxiana starting an independence before they do might want to start their war as soon as they have acquired their preferred allies. It would be recommend to prioritize on making the Timurids cancel vassals over giving them Afghan land to make future wars with the Timurids easier.
Mid-game[edit | edit source]
Once the player has secured independence, there are several options one can pursue. For example, one can pursue conquest into India and forming the Mughals, unlocking their powerful ideas as well as their permanent claims on the entire Indian region. Alternatively, one can pursue further conquest into the Iranian region and reform either Persia or the Timurids, depending on the player's preference, although Persia would be more recommended due to their better national ideas. After forming any of these nations, Afghanistan's future is promising and leaves it poised to dominate the Central Asian region, the Indian region, or both.
Achievements[edit | edit source]
Eastern technology group ![]() |
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Muslim technology group ![]() |
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Indian technology group ![]() |
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Chinese technology group ![]() |
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Nomadic technology group ![]() |
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Central African technology group ![]() |
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East African technology group ![]() |
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Muslim technology group ![]() |
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West African technology group ![]() |
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Eastern technology group ![]() |
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Anatolian technology group ![]() |
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Muslim technology group ![]() |
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Nomadic technology group ![]() |
Western technology group ![]() |
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Mesoamerican technology group ![]() |
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North American technology group ![]() |
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Polynesian technology group ![]() |
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