Foremost Servitor of Jagannath
- is Orissa
All provinces with tropical wood
Tropical wood distribution
At the start date, the trade good Tropical wood is present in India (super-region) and the East Indies (super-region) as well as in Central Africa and West Africa in Africa (super-region). The exact locations can be viewed with the trade goods map mode. While the East Indies and India are readily visible to the player in the beginning, Africa needs to be explored first. Tropical wood, however, also has a chance to spawn in colonizable provinces, notably in West Africa, East Indies (super-region) and the Central and South America regions. View Trade Goods in Colonies for more details on the chances of tropical wood appearing there.
The player is advised to read the general strategy guide for Orissa first.
In the early game, the immediate concern for the player will be to conquer much of India (super-region). To do this, they will likely need to search for strong allies in the beginning (such as Vijayanagar, Delhi and Jaunpur). The first idea group the player should choose are Exploration ideas - this will allow the player to colonize areas in East Indies (super-region) that may contain tropical wood, as well as expand via Africa to South America and start colonizing there. Securing the Cape and the islands east of it may help delay the colonizers' arrival in Asia. The initial allies of the player will likely be temporary, as India contains a relatively high density of the needed provinces. The player should as such look for strong allies beyond - this will initially include Persia or the Timurids and possibly Ming (who also holds a few of the needed provinces).
Mid to late game
As soon as the player is able to, they should conquer the provinces in the East Indies (super-region) and Africa (super-region) that contain tropical wood from the beginning. They should also build up a colonial nation, likely in the Brazil region, to secure as many of the needed provinces peacefully as possible. The player will likely need 1-2 strong European allies to help fight the colonizers whose subjects hold the needed provinces. This will depend on which nations colonized Southern America and who their allies and rivals are. It is also possible to support the independence of colonial nations, in order to bypass the European alliances.
During the mid to late game, the player should build up a strong power base on their home continent in order to support a strong military and have a strong navy with a significant amount of transport ships. Having the strongest navy is helpful in keeping the war goal occupied during colonial war or conquest wars (cf. casus belli), and safely shipping troops between India, Africa and South America.
In terms of ideas, this is mostly up to the player's preferences. Administrative ideas will certainly help if taken early on, to reduce the administrative points strain of conquering India (super-region), which has two areas of increased coring cost and generally high-development provinces. Religious ideas will help converting the Sunni and Catholic land the player inevitably will need to take. Trade ideas will help funnel trade income from the rich Malacca trade node into India. Maritime ideas will help strengthen the player's fleet. Military idea groups will also be helpful in improving the player's competitiveness versus the European powers.