Bengal
- For the region, see Bengal (region).

Primary culture
Capital province
Government
State religion
Technology group
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- +15% National manpower modifier
- +10% Infantry combat ability
- +10% Trade efficiency
- +0.5 Yearly army tradition
- −10% Development cost
- −10% Idea cost
Conquest of the Gangetic Plain
- +1 Land leader shock
- +10% National tax modifier
- +10% Goods produced modifier
- +15% Artillery damage from back row


The Sultanate's original Ilyas Shahi dynasty been restored by Sultan Nasir-ud-Din Mahmud, a capable administrator and a man committed to upholding peace and stability. He has thus far presided over the development of Bengal's cities and the construction of magnificent new mosques.
The most pressing foreign threats facing Bengal are the Gajapati Kingdom of Orissa and the Sharqi dynasty of
Jaunpur. The Gajapatis command the loyalty of the
Garjat tribes, as they traditionally pledge their loyalty to whichever power controls the major coastal cities. If Bengal can defeat the Orissa kingdom, they might be convinced to extend that same loyalty to the Sultan. Like Bengal itself, the Jaunpur Sultanate broke free from the grip of Delhi, though it has enjoyed its independence only since 1393. Jaunpur controls a vast stretch of the Doab, the great riverine lands of the Ganges. Bengal and Jaunpur came to blows as recently as 1420. Though the conflict came to an abrupt end due to the intervention of
Timurid and
Ming envoys, many sore issues remain between both nations and further wars may be inevitable.
Relations with the Buddhist Sultans of Arakan have fluctuated wildly; in one year they are the Bengal’s loyal subjects, in another they are ambivalent allies, and in yet another they are a pirate menace. Future relations with Arakan are likely to be guided just as much by circumstance.
Bengal is a promising regional hegemon, with great potential for expansion. The Bengal tiger may yet become the sovereign of all India.
In 1444, Bengal is a Sunni sultanate in Eastern India. With a few very rich provinces and upper-hand in the Bengal trade node at the start, it is possible to turn Bengal into one of the major powers in the Indian region and eventually unite the Indian subcontinent and declare the empire of Hindustan. They follow the
Hanafi school.
Missions[edit | edit source]
- Main article: Bengali missions
Bengal's missions are centered around expanding to the south, west and east while building up a strong economy.
Events[edit | edit source]
- Main article: Bengali events
Decisions[edit | edit source]
Bengal can form Hindustan as an Eastern Aryan nation.
Form Hindustan (Central Indian, Eastern Aryan)
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Form the mighty Hindustan and bring all the lands of the Indian subcontinent under your rule.
Potential requirements
If the country is AI-controlled then it:
Playing with normal or historical nations. |
Allow
The country:
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Effects
The country:
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- AI will always take this decision.
- AI gives "small priority" (50) to this decision
Strategy[edit | edit source]

At 1444 Bengal is a strong nation, and is located in the very rich Bengal trade node in east India. The country's culture belongs to the East Aryan group which can determine one's early expansion and forming Hindustan. Like most Indian countries Bengal embraced feudalism and has no technology penalty at the start. Possible starting rivals are:
Jaunpur,
Orissa,
Ayutthaya,
Ava and
Arakan. Strong allies are the sultanates of
Delhi and
Malwa. Like all of the Indian region, Bengali provinces are Hindu, but Bengal's religious unity is 100% with +3 heathen tolerance and Dhimmi influence. With high piety Bengal players can slowly convert provinces without any problems.
Early game[edit | edit source]
After starting a game in 1444 year the first, risky but the most beneficial route of expansion is a reconquest war with Orissa and her vassal
Garjat before they can have their own allies. If the fort in Balasore is mothballed the war is won after one battle. Alliance with
Delhi and/or
Malwa won't help militarily but can prevent eventual coalition after taking all Orissa provinces, which will make Garjat automatically become a vassal. It's worth to know that the newly conquered land belongs to East Aryan culture group so will have less unrest. The price for this victory will be however +50 aggressive expansion in some countries, so it would be wise to recover manpower and look for expansion opportunities on the east and north. If player missed a chance or don't feel confident about Orissa, Bengal has many other options for easy early expansion:
Koch,
Kachar,
Arakan and eventually
Assam.
Nepal and
Tirhut are in the Bengali culture group and will be quicker to diplomatically-annex if vassalised.
Delhi soon will probably make call to aid him in war against the common rival -
Jaunpur. This can be an opportunity to make separate peace and take necessary provinces for becoming
Hindustan in cost of trust. Like all nations in India, Bengal must balance aggressive expansion between Hindu and Muslim countries. With Mandate of Heaven DLC
Ming will make a proposition for becoming his tributary state. As tributary state Bengal can easily expand to the East and has good protection against Indian coalitions. Forming Hindustan is major step for making Bengal a ruler of India. With conquered Orissa only three provinces are left: Patna in Jaunpur, Jharkhand and Bundelakhand. The last two could easily be taken by one of Bengali allies, so time of expansion is essential. Forming Hindustan will give claims all over the rich Indian provinces and make possible for example to force vassalise Ceylon before Vijaynagar take it, which will stop their advancement southward. In case of that Bengal can proclaim their guarantee.
Institution issue[edit | edit source]
After 1450 and some early expansion, Renaissance will appear in Europe with yearly ticking technology penalty. Fortunately Bengal is rich and has farmland (-5% development cost) and grassland provinces with cloth and cotton (-10% development cost). Quantity and Economic ideas groups are a good first choices for additional -30% development cost. With loyal Merchant Guild and Encourage Development edict, provinces like Barind or Nasirabad can have -60% or -65% development cost. This gives a good opportunity for investing monarch points and increase development in one of them to about 35–40, which will make the Institution embraced in that province and make it spread around. Embracing the institution will cost a lot of gold, so using many mercenaries in wars is not recommended. With embraced Renaissance Bengal will probably become one of the great power (with Rights of Man expansion), and have advanced diplomatic abilities unless it's a tributary state. The same steps can be done after the appearance of Colonialism and Printing press. Global trade will spread easily without stimulation and with collecting in Goa trade node with major power there, it can appear in one of Bengali (Hindustani) province. Manufactories and Enlightenment also could start like that if the requirements are met.
Mid-game[edit | edit source]
Bengal's major opposition mid-game are Vijayanagar and Bahmanis. Forming a coalition against them may be worthwhile. After creating
Hindustan, Bengal can easily overcome Vijayanagar. Feeding Ceylon with
Madurai,
Venad,
Kochin,
Malabar and
Mysore will save some administration points and limited number of states. After taking the south part of Vijayanagar, Hindustan with full quantity ideas can practically ignore aggressive expansion impact and quickly conquer the rest of India. This could be a moment to let go of regional allies and try thinking global. A Muslim alliance on west and a Chinese alliance on east could be strategic to deal in both wings.
Aceh or
Malacca makes great ally with their naval superiority, which comes in handy in wars in eastern Asia. Also as they are not colonial usually, there's less chance of border clashes. In the west, Ottomans are the greatest power, but not the best option, as they will want to drag Bengal to their wars in Europe and the player must try hard to avoid getting up against any major European nations. The mid game is the time that European powers come by India looking for land. But
Hindustan should be strong enough to go head to head against almost any European power on home land. Although the East India missions could be tempting, but western nations will avoid serious clash as it might hurt their position in their mainlands. Avoid letting small countries keep coastal provinces, which could make things easy for the Europeans. The biggest issue Bengal has to deal with is
Ming. At some point being a tributary state will start to hurt more than help and decision for becoming hostile to Ming has to be made. If Bengal/Hindustan has border with the empire, a force tributary war is the matter of time. A good strategy for Ming is to conquer most of his tributaries, have big allies (f.e. Ottomans) and patience... With 0 mandate Empire will have big penalties to army and economy.
Later Game[edit | edit source]
After conquering all of India, Bengal/Hindustan is most definitely a world power. India has high base tax provinces and is in an excellent position to expand. As a Muslim nation, Bengal has the option to gain the ultimate goal, Unify Islam. It requires the massive growth of the empire into the Spanish and Italian regions. As Timurids collapses out regularly into
Persia and
Mughals, this should not be a trouble. Conquering Samarkand is a requirement for the Bengal Tiger achievement.
If south eastern countries are crushed, Bengal might also be able to expand through China; however as a Muslim country Bengal can't become the Emperor of China.
Achievements[edit | edit source]
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