Bengal

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For the region, see Bengal (region).
Kingdom rankBengal
Bengal.png
Primary culture
Bengali (Eastern Aryan)

Capital province
Gauda (563)

Government
Indian SultanateGovernment monarchy.png

State religion
SunniSunni.png

Technology group
IndianIndian technology group
Bengal Sultanate ideas
Traditions.png Traditions:
+15% National manpower modifier
+10% Infantry combat ability

Trade efficiency.png Combat Coastal Piracy

+10% Trade efficiency

Army tradition.png Promote Habshi Generals

+0.5 Yearly army tradition

Development cost.png Clearing the Delta

−10% Development cost

Idea cost.png Attract Sufi Scholars

−10% Idea cost

Land leader shock.png Conquest of the Gangetic Plain

+1 Land leader shock

National tax modifier.png Begin the minting of Rupees

+10% National tax modifier

Goods produced modifier.png Bengali Industrialization

+10% Goods produced modifier

Idea bonus.png Ambition:

+15% Artillery damage from back row
Shield Bengal.png
The Bengal Sultanate won its independence from the Tughluq dynasty of Flag of Delhi Delhi in a long struggle of diplomacy, siegecraft, and warfare that lasted from 1354-1359. Bengal has established itself as a unified and powerful Sultanate over the last century.

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 Flag of Orissa Orissa and the Sharqi dynasty of Flag of Jaunpur Jaunpur. The Gajapatis command the loyalty of the Flag of Garjat 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 Flag of Timurids Timurid and Flag of Ming Ming envoys, many sore issues remain between both nations and further wars may be inevitable.

Relations with the Buddhist Sultans of Flag of Arakan 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 Flag of Hindustan Hindustan. They follow the Hanafi school Hanafi school.

Contents

Decisions[edit]

Bengal can form   Hindustan as an Eastern Aryan nation.

 Form Hindustan (as Eastern Aryan)


Form the mighty Hindustan and bring all the lands of the Indian subcontinent under your rule.


 
Potential requirements
  • Playing with normal or historical nations

  Hindustan does not exist.
The country:

  • is not the Mughals
  • has a culture of the Eastern Aryan culture group.
  • is Muslim.
  • is not   Steppe Nomads
  • does not have country flag formed_india_flag
  • is not colonial nation.

If the country is AI-controlled,

  • it must have at least 15 cities.
  • is not former colonial nation.
  • is not custom nation
Allow

The country:

  • is not a subject nation other than a tributary state.
  • is not a nomad nation.
  • is not at war.
  • has a  stability of 3.
  • has embraced   Feudalism
  • has a culture of the Eastern Aryan culture group.
  • owns its core provinces:
    • Multan (506), Lahore (507), Surat (517), Delhi (522), Central Doab (524), Madurai (536), Tondainadu (539), Daulatabad (545), Cuttack (552), Pataliputra (558), Gauda (563), Assam (566), Bidar (1948), Halar (2052), Kumari (4410), and Mansura (4503).

Effects

The country:

Missions[edit]

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]

Main article: Bengali events

Strategy[edit]

At 1444 Bengal is a strong nation with 136 development, 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]

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. In this war force limit comparsion is 18 thousand soldiers to 12+4 thousand for Bengal; however Orissa has Kaligandra, a 5 shock pip general. To overcome this, Bengal player should have minimum 2 shock general and some regiments over force limit. 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 aggresive 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 easly 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]

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 institution in all country 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 made after appearing 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 made.

Mid-game[edit]

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 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 of eastern Asia. Also as they are not colonial usually, less chance of border clashes. On east, 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 beeing 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 Empire, 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]

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 the China; however as muslim country Bengal can't become the Emperor of China.

Achievements[edit]

 
Start as Bengal and own Samarkand as a core province.


Country guides

Eastern technology group     Jerusalem
Muslim technology group     Arabia   Hisn Kayfa   Oman
Indian technology group     Assam   Bahmanis   Bengal   Orissa
Chinese technology group     Bali   Brunei   Dai Viet   Japan   Khmer   Korea   Majapahit   Malaya   Pagarruyung   Pasai   Sunda
Nomadic technology group     Jianzhou   Timurids   Uzbek

Central African technology group     Mutapa
East African technology group     Kilwa
Muslim technology group     Mamluks  Tunis
West African technology group     Mali

Western technology group     United States
Mesoamerican technology group     Maya
North American technology group     Caddo   Cherokee   Iroquois

Andean technology group     Cusco   Muisca
South American technology group     Mapuche