Kandy

Primary culture
Capital province
Government
State religion
Technology group
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.33. |
- +10% Trade efficiency
- +10% Fort defense
- +10% National tax modifier
- +1 Yearly prestige
- +1 Merchant
- +1 Diplomatic reputation
- +10% Goods produced modifier
- +10% Production efficiency
- +1 Attrition for enemies
- +10% Domestic trade power
Kandy is located in the island of Lanka in the south east of India. In 1444, they possess two provinces and are a vassal of Kotte.
Decisions[edit | edit source]
Kandy can form Bharat as an Eastern Aryan nation.
Form Bharat (Central Indian, Eastern Aryan)
![]() |
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:
|
Effects
The country:
|
- AI will always take this decision.
- AI gives "small priority" (50) to this decision
Strategy[edit | edit source]

Early Game
The first step should be gaining independence. Kotte, your overlord, rarely gets useful allies, but neither are you likely to get support from anyone strong, so just build up to or slightly over force limit and declare for your independence. This war should be quick and easy.
You're now in a race before the region consolidates and you're a left-over small fish in a pond of big fish. You'll want to get some strong allies to prevent Vijayanagar from attacking you, and you'll likely be able to secure the Bahmanis, Andhra and Ayutthaya. Afterwards, try to get a CB on as much of southern India as you can, no-CB if you must, and try to get a foothold before Vijayanagar eats it all up. From then on, everything depends on Vijayanagar's and your allies. If you can take on Vijayanagar, go for it, break them with your allies and keep eating them up. If you can't, which is rather likely, you want to build up in the East Indies to gain a decent economy and power base. No-CB a small minor without allies, vassalize, attack a neighbor, take their provinces directly and core them.
Mid Game
If you're stuck expanding to SEA because India is not accessible to you, then this is your life now. You can pick Expansion or Exploration to gain some high dev colonies, and should aim for control in the rich Malacca trade node, where you should move your trade port if you have a decent share of trade power. If you're interested and picked Exploration, you can get a colony going in the Mexiko region for Land of Eastern Jade. Expand eating up the smaller SEA minors, and wait for a chance to pounce on Vijayanagar. If a very good opportunity opens up, you can also no-CB some small minor on the Indian coast to get a second bridge head and expand from there.
Late Game
Late game probably consists of conquering India. Now it's all just a matter of patience, securing strong alliances and pouncing on weaker targets. India is rich and has high development, so this will take a while. You'll likely only really get going with high absolutism and the advanced CBs from Diplo tech 23. You should get Cotton Kandy pretty easily once you have some provinces in India, and if you're interested in The Buddhists Strike Back you should pick Religious Ideas and try to get a core on Pataliputra relatively early to get the additional missionary. However, it's rather unlikely you'll run out of time on this. Try to claim as much of the coast line as you can, to avoid European colonizers from chartering companies, leading to long drawn-out wars for you. If you have to fight the Europeans (which are highly unlikely to dow you because of your size by the time they arrive), wait until they fight a war somewhere else, declare for their province, sit on it and beat back invasion forces. If you want to continue your run, forming Bharat after completing the Kandy achievements gives you better national ideas, as well as decent missions with claims to expand into Persia and Burma.
Ideas
Exploration or Expansion are good for the rich provinces of the East Indies. With Exploration, you have a chance to spawn Colonialism and get Land of Eastern Jade, but the idea group is weaker. Trade is a good idea group, as always, to get your economy going by steering the Asian trade to you. Religious is probably a must if going for The Buddhists Strike Back. You'll probably want a military idea group relatively early on to make up for your lack of military national ideas. The rest is up to your individual game style and game play.
Achievements[edit | edit source]
Eastern technology group ![]() |
![]() ![]() |
Muslim technology group ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Indian technology group ![]() |
![]() ![]() ![]() ![]() |
Chinese technology group ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Nomadic technology group ![]() |
![]() ![]() ![]() |
Central African technology group ![]() |
![]() ![]() |
East African technology group ![]() |
![]() ![]() |
Muslim technology group ![]() |
![]() ![]() ![]() ![]() |
West African technology group ![]() |
![]() ![]() |
Eastern technology group ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Anatolian technology group ![]() |
![]() |
Muslim technology group ![]() |
![]() |
Nomadic technology group ![]() |
Western technology group ![]() |
![]() |
Mesoamerican technology group ![]() |
![]() |
North American technology group ![]() |
![]() ![]() ![]() |
Polynesian technology group ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |