Manipur

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Kingdom rankManipur
Manipur.png
Primary culture
Chin (Burman)

Capital province
Manipur (2041)

Government
Tribal MonarchyGovernment tribal.png

State religion
AnimistAnimist.png

Technology group
IndianIndian technology group
Manipur ideas
Traditions.png Traditions:
+25% Looting speed
–10% Shock damage received

National unrest.png Sanamahism

−1 National unrest

Morale of armies.png Martial Traditions

+10% Morale of armies

Legitimacy.png Kingdom of the Meitei

+1 Yearly legitimacy

Tolerance own.png Mayek

+2 Tolerance of the true faith

National manpower modifier.png Unite the Hill Tribes

+10% National manpower modifier

Diplomatic relations.png Bengali Influence

+1 Diplomatic relation

Diplomatic reputation.png Far-Reaching Diplomacy

+1 Diplomatic reputation

Idea bonus.png Ambition:

+15% Fort defense

Manipur is a landlocked one province minor country in India. It does not have feudalism on game start as opposed to most of its neighbours. It’s the only Animist country in this region and it is therefore considered one of the hardest starts of the game, as it is diplomatically isolated and smaller than everyone around.

Strategy[edit]

Setup[edit]

Manipur only owns a 4 development province, which means that except Flag of Tripura Tripura on your Southwest border, everyone is vastly stronger than you. The three other states bordering you are Flag of Kachar Kachar to the Northwest, with 2 provinces, Flag of Mong Yang Mong Yang to the Northeast and Flag of Ava Ava to the Southeast. It is reasonable to take on Tripura and Kachar alone, but Mong Yang and Ava are a lot stronger. Two countries are worth mentioning because they will have a very important impact on your game, Flag of Ming Ming and Flag of Bengal Bengal. Bengal will often warn you and be hostile as soon as you invade Tripura, and (if you're playing with Mandate of Heaven) most of your neighbours are tributaries of Ming.

The main thing you have going for you is that either Ava or Mong Yang will usually be hostile, which means you will have a +20 modifier "threatened by X" to ally with their rivals. It is also important to keep in mind that you have -10% shock received in traditions which will prove very useful for the first wars.

You can take the mission to remove Tripura from the map after you rivalled them on day 1, and instantly build up to force limit, or 1 above force limit. During this time, start improving relations with states which may be willing to an alliance, especially the rivals of Mong Yang and Ava. Also fabricate on Kachar. If Kachar and Tripura allied before you can declare on Tripura, restarting is probably better as it makes things immensely harder.

Last thing to note is that you are tribal and you can flip to Tribal Despotism, one of the best government forms of the game.

First moves[edit]

Annexing Tripura and Kachar early on is an obvious opening. You get more provinces, but you also get very precious ducats you will need to fuel your early wars and to embrace feudalism. By that time, Sadiya has probably been annexed by Assam, so you usually have four neighbours. Flag of Assam Assam to the North, Flag of Mong Yang Mong Yang to the East, Flag of Ava Ava to the South and Flag of Bengal Bengal to the West. Bengal may warn you at that point, and you should become a tributary of Ming to get protection from Bengal, and because most of your next targets are their tributaries.

You need to pick one of your four neighbours as your next target, but all of them will have allies and are stronger than you. It is important to find allies whom you can call with territory, and to chose your direction depending on that. You cannot wait, because you need to invade one of them to get Feudalism before they reach military tech 4. Manipur is a weak start so there is no go to expansion, you need to be opportunistic and to pick up ennemies when they are stuck in a bad war or when their allies will dishonor. A bad war can still mean the end. Different Manipur campaigns will thus end up with completely different expansion paths, towards Indochina, Tibet or Bengal for instance. Good provinces to own anyway are the gold mine of Flag of Mong Yang Mong Yang, Mong Kawng, and the numerous provinces with trade power modifiers of the Bengal tradenode, owned by Flag of Bengal Bengal and Flag of Pegu Pegu. At some point, if you are successful and have the extra bit of luck, you will find yourself in a position where you can fight major nations around you on equal foot and the campaign becomes less hard. From there, India, Indochina or Indonesia lay open for conquest.

Animism[edit]

A difficulty still remains if you chose to stick with the worst religion of the game. Its bonuses are far below average, and it has an horrendously bad conversion strength. Early on, you can only convert provinces by giving them to loyal and influential clergy and by using the state edict. You should probably get religious ideas first if you want to stay animist, as it gives you much more stability and allows you to Deus Vult almost the entire world. You can obviously chose to change to a superior religion, especially Hindu, but there would be little reason to play Manipur if not for the Animist part. Once you own the required provinces in the Bengal region, you could form Bharat by turning to Hindu or Theravada.

An Animist nation can claim the Mandate of Heaven and become the Emperor of China, which can be an excellent ultimate challenge after getting The Animal Kingdom.

Achievements[edit]

The Animal Kingdom icon
The Animal Kingdom
As Manipur, unite the Bengal region and convert it to Animism.
Ganges Khan icon
Ganges Khan
Start as Tribal nation in India and become a Steppe Horde.
Country guides

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