Garhwal

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
- −10% Development cost
- +1 Attrition for enemies
- −0.05 Monthly autonomy change
- +10% Fort defense
- +10% Garrison size
- +10% Morale of armies
- −1 National unrest
- +1 Yearly devotion
- +1 Yearly legitimacy
Protecting the Land of the Gods
- +2 Tolerance of the true faith
- +1 Tolerance of heretics
- +1 Tolerance of heathens
- −10% Stability cost modifier
Garhwal is a one province minor in the Himalaya, south of the mountain range and north of Delhi and
Jaunpur. A delicate situation that can prove a challenge even for experienced players. In history Garhwal remained independent but saw no expansion for almost the entire timeline, and was annexed by Nepal in the early 19th century.
Decisions[edit | edit source]
As an Eastern Aryan nation Garhwal can form Bharat.
Form Bharat (Central Indian, Eastern Aryan)
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
Form the mighty Bharat 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]

Garhwal starts out in a difficult situation, with the mighty and often hostile Delhi to the south and the Himalayas blocking expansion to the north. The player is often faced with the decision to support either
Delhi or
Jaunpur.
Initial moves[edit | edit source]
Koch and
Tirhut start out friendly and can be allied from the start in most cases, one might refrain from royal marriages though as they will likely be subject of future conquest. With initial alliances secured Garhwal can work to improve relations with either
Jaunpur or
Delhi, or any other friendly major power in India depending on the situation. One can instantly fabricate claim on
Kangra and declare war as soon as they have a claim, the war should be easy as Kangra often finds itself without allies. After the war Garhwal's development will be nearly doubled, just make sure your armies outnumber the Kangra army as you will be attacking into hills. This will open up possibilities for expansion westward, into
Kashmir and
Ladakh, but make sure to keep out of the way of
Timurids for now and take no province they have a claim on as they start out very powerful and will usually attempt to expand into India.
Next Garhwal can take on its eastern neighbour, Nepal. They also usually find themselves with few or no allies and together with
Koch and
Tirhut the player should be able to beat them. They make a useful vassal, but take one or two provinces to keep them loyal. By now you should be able to secure an alliance with a major power, dissolving the alliances with
Tirhut and
Koch, declaring war and giving their provinces to your new vassal
Nepal might be for the best as rapid expansion is desirable.
Further expansion[edit | edit source]
Now the player has to choose between expansion into either one of Jaunpur,
Delhi, or possibly into
Bengal. They will most likely rival each other, so rivaling one will make the other friendly. Keep an eye out for a good time to strike, such as when
Delhi is at war with
Timurids or
Jaunpur with
Bahmanis, and call in your ally and take as much land as you can cope with.
Another option is to expand into Tibet, however both Tibetan states are tributaries of
Ming so make sure Ming is busy with other wars or become a tributary yourself. However, the Tibetan provinces are of wrong religion and rather poor, so carefully consider whether or not they are worth it.
Keep an eye on what is going on in southern India, usually either Bahmanis or
Vijayanagar will become a dominant power in time and can stop the player's expansion dead in its tracks. This should obviously be avoided so keeping them both about equally strong until you can defeat them should be a priority.
In the west Timurids will most likely fall apart, meaning expansion into Persia is possible.
Achievements[edit | edit source]
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