Mewar

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Kingdom rankMewar
Mewar.png
Primary culture
Rajasthani (Western Aryan)

Capital province
Chittor (518)

Government
Rajput KingdomGovernment monarchy.png

State religion
HinduHinduism.png

Technology group
IndianIndian technology group
Mewari ideas
Traditions.png Traditions:
−20% Infantry cost
+10% Infantry combat ability

Army tradition decay.png Rajput Heartland

−1% Yearly army tradition decay

Prestige.png Construct the Victory Tower

+1 Yearly prestige

Fort defense.png The Fort of Kumbhalgarh

+15% Fort defense

Development cost.png City of Lakes

−10% Development cost

National manpower modifier.png Recall the Purbias

+15% National manpower modifier

Land fire damage.png Mandatory Firearm Drills

+10% Land fire damage

Discipline.png Reorganized Rajput Regiments

+5% Discipline

Idea bonus.png Ambition:

−0.03 Monthly war exhaustion

Mewar is a HinduismHindu kingdom located in Western India. In 1444, the country starts with Separatist rebels.png Marwari separatists, trying to release Flag of Marwar Marwar as an independent nation. Flag of Hadoti Hadoti is the vassal of Mewar. Mewar is a landlocked nation surrounded by numerous countries. Flag of Sindh Sindh and Flag of Jaisalmer Jaisalmer border in the west. To the north is Flag of Jangladesh Jangladesh, Flag of Nagaur Nagaur, Flag of Dhundhar Dhundhar, and Flag of Mewat Mewat. To the east is Flag of Malwa Malwa, Flag of Gwalior Gwalior, and Flag of Jaunpur Jaunpur. To the south is Flag of Gujarat Gujarat, Flag of Kutch Kutch, Flag of Idar Idar, and Flag of Rewa Kantha Rewa Kantha.

As the primary nation of Rajasthani culture, Mewar can eventually form Flag of Rajputana Rajputana. As a Hindu nation in the Western Aryan culture group, it is eligible to form Flag of Bharat Bharat.

Missions[edit]

Main article: Mewari missions

Mewar's missions are focused on developing and consolidating power in the Rajput lands, and expanding their territory across northern India.

Events[edit]

Main article: Mewari events

Mewar only has a few events ranging from events on Flag of Marwar Marwar independence to the plot against Rana Kumbha.

Decisions[edit]

Rajputana can be formed by a Rajasthani country that owns certain provinces. Unlike several other Indian formable nations, no specific religion is required.

id

Execute decision.pngUnite the Rajputs


The lands of Rajputana have been shattered and weak ever since the muslim invasion centuries ago. We must reclaim the great cities of the great dynasties that came before us and unite the princes of Rajputana!


 
Potential requirements
  • Playing with normal or historical nations
  • Has never been one of the end-game countries
  • Did not take this decision before
  • If AI-controlled:
    • Is not playing a custom nation
    • Flag of Rajputana Rajputana does not exist
    • Owns at least 10 non-colony provinces
    • Is not a former colonial nation
  • Primary culture is Rajasthani
  • Is not a colonial nation
Allow
  • Flag of Rajputana Rajputana does not exist
  • Administrative tech.png Administrative technology is at least 10
  • Is not at war
  • is not a subject nation other than a tributary state.
  • Owns core provinces: Kannauj, Ujjain, Patan, Girnar, Marwar, Nagaur, Chittor, Ranthambore, Gird, Dhundar, Doaba, Gorwar, Multan, Varanasi

Effects
  • Country becomes Flag of Rajputana Rajputana
  • Gain new non-generic missions
  • Remove all provinces from the Holy Roman Empire, unless an elector or the Emperor
  • Set government rank to Empire rank Empire
  • Province Kannauj:
    • Becomes the new capital
    • Gain Tax Base Icon.png 1 base tax
    • Gain Production.png 1 base production
    • Gain Manpower.png 1 base manpower
  • Gain permanent claims on all unowned provinces in Western India region
  • Gain Prestige.png 25 prestige
  • Trigger country event “New Traditions & Ambitions” unless the country has custom ideas


Since Flag of Mewar Mewar is in the Western Aryan culture group, it has the ability to form Flag of Bharat Bharat.

Execute decision.pngForm Bharat (as Western Aryan)

Form the mighty Bharat and bring all the lands of the Indian subcontinent under your rule.
 
Potential requirements
  • Playing with normal or historical nations

Flag of Bharat Bharat does not exist.
The country:

If the country is AI-controlled,

  • it must have at least 15 cities.
  • it can not be a 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 Icon stability.pngstability of 3.
  • has embraced Feudalism.png Feudalism
  • has a culture of the Western Aryan culture group.
  • owns its core provinces:
    • Multan (506), Surat (517), Chittor (518), Central Doab (524), Madurai (536), Tondainadu (539), Daulatabad (545), Mahakoshal (550), Cuttack (552), Pataliputra (558), Bidar (1948), Halar (2052), Kandy (2099), Kumari (4410), Ujjain (4461), and Mansura (4503).

Effects

The country:

Strategy[edit]

Early Game[edit]

A key element in Mewar playthrough are the Rajput regiments, which have an extra 5% discipline compared to the usual units. These regiments can be recruited from Rajput estate interactions. Though Mewar starts with rebels, they can be easily dealt with by the starting army and the recruited Rajput regiments. The immediate concern for Mewar is to clean up the bordering small states having Rajasthani culture, namely Jaisalmer, Nagaur, Dhundhar and Mewat. These nations would ally one of the other three and should be conquered soon to consolidate your hold in the region before attacking major neighbours. After this,check out your rivals and if they are engaged in any other medium-sized war. Usually, Gujarat and Malwa would rival you. One of Delhi and Jaunpur would be friendly towards you, so ally them. Also Gujarat often gets attacked by Bahmanis in the first 2 years. Attack Gujarat simultaneously when they're in war with Bahmanis, and conquer a couple of provinces. Vassalising one of the smaller Gujarati states like Porbandar, Jhalavad, Junagarh or Palitana would ease your way into Gujarat region. This would also unlock the mission to conquer Gujarat and give you 30 army tradition in a go, which is huge at this point of the game.

After this mission,expansion into central India (Jaunpur and Malwa) is the goal to fulfill the related missions. Here, the alliance with Delhi or Jaunpur helps tremendously. Orissa is a good ally as well, since they're of same religion, and far enough to not cause any competing regional claims.Don't forget to keep recruiting Rajput regiments during war. They help in offsetting Malwa and Jaunpur's numerical superiority. In the South India,ally the weaker state among Bahmanis and Vijayanagar to not let one of them become too powerful.

Coming to Idea groups, Innovative should be the first idea group, since it will save many monarch points throughout the course of the game in acquiring ideas, techs and institutions. Being outside of Europe, this will help you keep up and even overtake the Europeans in Techs and ideas. After this, Aristocratic or Offensive is a good choice for military idea group, since it will amplify your generals' pips even more. Aristocratic is suggested since Mewari idea (-1% army tradition decay) and a Rajput Govt. reform (-0.5% army tradition decay) would stack with an idea in Aristocratic (-1% army tradition and naval tradition decay) to keep your army tradition stable at high value compared to other Indian and West Asian powers (Timurids, etc.). Full Aristocratic bonus of guaranteed leader siege pip is also very good. Later on, this can be stacked with Innovative + Offensive policy of +1 Leader siege and +10% siege ability. In the diplomatic idea groups, Trade ideas or diplomatic ideas can be opted for, depending on the game outlook you have at the time. Trade is good if you aim to maintain high-level advisors permanently for guaranteed monarch points. This also combines well with Full Innovative of -25% advisor costs and a Government reform of -10% Advisor costs. Completing sufficient ideas would also give you Mewari ambition of reduced monthly war exhaustion, compounding with a similar Innovative idea. This ensures almost no war exhaustion if you manage to keep your provinces unoccupied/besieged.

Mid-Game[edit]

By the mid-game, you can dissolve alliance with Delhi/Jaunpur, and ally Timurids or Afghanistan/mid-size Nepali state to gain North Indian provinces for your missions of "Reclaim Delhi","Conquer Punjab" and "Conquer Sindh". In South India, take the help of Orissa to conquer the South Indian provinces. Often Orissa would be rivaled by Vijaynagar and Bahmani, so they would readily join your wars. After becoming sufficiently powerful in North, West and South India, you'd have to dissolve the long-standing alliance with Orissa, if you want to form Bharat or they hold provinces required for your mission tree. In this case, Nepali states, Ava, Arakan or Bengal can be allied to pincer Orissa. War with Orissa should be postponed till you complete Offensive ideas though, to match the army force limits if Orissa becomes tributary of Ming. It would also help to develop your provinces and build manpower and force limit buildings and assigning provinces to Rajputs.

After weakening Orissa enough, trade companies provinces will start to appear along the Indian and Indochinese coasts. To reclaim them, you'll need to fight European armies and navies. Here, your stable army tradition and the guaranteed leader pips through ideas and policies prove their worth.Don't be afraid to siege down the European colonies in Southeast Asia and Africa to gain warscore. They usually don't station huge armies in colonies, so a transport fleet of 40 ships and some light and heavy ships would be enough to let you reach their colonies and siege them down.European armies usually come through land and military accesses through Central Asian states. Keep around 3 or 4 Level-8 Mountain forts in the northern and western borders (Preferably Kalat, Roh/Baltistan, Ladakh, Limbuwan provinces) Around 100k men guarding those frontiers would be enough to deal with the incoming European troops. Here, if you ally with Timurids/Afghanistan, this would lift the fog of war and let you know if European armies approach.

Late-Game[edit]

In the late game, ally one of the stronger European Powers- Prussia, Austria or France, so that they can serve as 'launchpads' for future Imperialist Wars against other European colonisers and the Holy Roman Emperor (who always assists someone holding trade company provinces). Station your armies on your ally's lands just before declaring war, and attack the armies in Europe itself, never letting them pass outside Europe towards Asia. In one of these wars, try to secure a European vassal as well, to expand into Europe.

For the late-game Idea groups, Diplomatic/Influence group would be very good in order to maintain high enough diplomatic reputation and number of diplomatic relations with Europeans and Indochinese states. Defensive ideas would help in winning battles in European wars.The improved siege ability by the earlier policies would also help siege down the high-level forts. In this way, Mewar can easily outmatch qualities of European armies in lategame. Again,it is recommended to not forget recruiting Rajput regiments till their province limit, whenever the interaction is available.

Forming Bharat[edit]

If you want to complete Bharat's achievement of "The Sun Never Sets On Indian Empire", it is easier to do with Mewar's military supremacy, and later taking the decision to form Bharat after you conquer the required provinces. For this the war with Great Britain/England can be reserved for the last, after consolidating majority of Europe with your ally and vassal. The vassal can also be used to station your navies and armies prior to attacking Great Britain/England.

Achievements[edit]

Maharana Pratap icon
Start as Mewar and field an army of 20 Rajput regiments.
Mewar Never Changes icon
Complete the Mewar Mission Tree.


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