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Empire rankMughals
Primary culture
Hindavi (Hindustani)

Capital province
Central Doab (524)

Indian SultanateGovernment monarchy.png

State religion

Technology group
IndianIndian technology group
Mughal ideas
Traditions.png Traditions:
+20% Cavalry combat ability
−25% Core-creation cost

Discipline.png The Jagir and Mansabdari Systems

+5% Discipline

National unrest.png Control over the Clergy

−1 National unrest

Idea cost.png Ibadat Khana - House of Worship

−10% Idea cost

Military free policies.png An Indian Padishah

+1 Military free policies

National tax modifier.png Zabt System

+10% National tax modifier

Prestige.png Mughal Architecture

+1 Yearly prestige

Stability cost modifier.png Fatawa-i-Alamgiri

−10% Stability cost modifier

Idea bonus.png Ambition:

−5% Technology cost

The Mughal Empire was a powerful Turco-Mongol Muslim state, founded in the early 16th century by Babur, a Timurid prince and descendant of Tamerlane. At its height in the early 18th century, the empire controlled almost all of the Indian subcontinent before internal struggles allowed regional powers to take hold (such as the Maratha and Sikh Empires) and the Empire fractured. Its final stronghold, Delhi, was annexed by the British in 1858 after the Indian Rebellion. In-game, the Mughals may be selected in a later historical start or formed by any Iranian or Central Asian state which controls certain provinces in India.



The Mughals have access to the Diwan mechanic, which replaces the regular culture promotion mechanics. Instead of spending diplomatic monarch power to promote cultures into accepted status, the Mughals must instead conquer every single province of a culture before said culture is permanently assimilated into the empire. There is no cap on how many cultures may be assimilated, and assimilating an entire culture group (excluding provinces in the New World) grants a unique bonus, listed below.

This disables being able to change primary culture, and the accept culture buttons. But you can still change the culture of provinces via the normal methods.

Assimilation bonus table
Altaic   −10% Artillery cost
Baltic   +5% Naval force limit modifier
British   +5% Ship durability
Burman   +1 Leader without upkeep
Byzantine   +0.25 Yearly legitimacy
Carpathian   −10% Mercenary cost
Caucasian   +5% Mercenary discipline
Celtic   +5% Shock damage
Central Indian   −10% Land attrition
Chinese   −20% State maintenance
Congo   +50% Chance of new heir
Cushitic   +1 Missionary
Dravidian   +5% Goods produced modifier
East Bantu   +10 Yearly tax income
East Slavic   +10% Land force limit modifier
Eastern Aryan   +5% Production efficiency
Evenki   +20% Cavalry flanking ability
French   +1 Diplomat
Germanic   +15% Institution spread
Great Lakes   +50% Looting speed
Hindustani   −10% Core-creation cost
Iberian   +10 Global settler increase
Iranian   −10% Advisor costs
Japanese   +10% Morale of armies
Korean   −5% Idea cost
Latin   −10% Institution embracement cost
Levantine   +10% Cavalry combat ability
Lost Cultures   +5% Discipline
Maghrebi   +25% Privateer efficiency
Malay   +1 Merchant
Mande   +1 Tolerance of heretics
Pacific   +10% National sailors modifier
Sahelian   +10% Movement speed
Scandinavian   −10% Military advisor cost
South-East Asian   −5% Development cost
South Slavic   −10% War score cost vs other religions
Southern African   +0.05 Yearly inflation reduction
Sudanese   +10% Caravan power
Tatar   −15% Cavalry cost
Tibetan   +0.5 Prestige per development from missionary
Ugric   −1% Prestige decay
West African   −0.10 Monthly autonomy change
West Slavic   +1 Land leader fire
Western Aryan   +5% Trade efficiency


 Form Mughal Empire

$MONARCH$ has begun to lay the foundation of his new empire. Although inferior in numbers, his well-disciplined troops have managed to achieve several decisive victories against the Sultans of India. The battle of $CAPITAL$ became the first great victory in a series of territorial expansions and, with time, the empire of the Mughals could stretch over the larger part of the Indian plateau.

Potential requirements

The country:


  Mughals does not exist
The country:

The province in yellow and one of the provinces in red must be owned and cored to form Mughals. Forming Mughals grants permanent claims on the striped area.


Main article: Mughal missions

Mughal missions are mainly focused around conquering and vassalising the other Indian states, as well as defeating Persia and England should they begin to pose a threat.


Main article: Mughals events



 Introduce Din-i Illahi

Reduce social unrest caused by religious disagreements between our subjects by introducing a new religious doctrine that will attempt to merge the principal thoughts of Islam with Hinduism.

Potential requirements

The  ‘Dharma’ DLC is not enabled.

The country:

  • does not have the modifier “Divine Faith”.
  • is either  Hindu and owns a Muslim province or is Muslim   Mughals and owns a Hindu province.

The country:


The country gets the modifier “Divine Faith” until the state religion is changed with the following effect:

  •   −6% technology cost.


As the Mughals assimilate Mongolian culture.
Starting as a Timurid subject, form the Mughals and conquer India by 1550.
Country guides

Eastern technology group     Jerusalem
Muslim technology group     Arabia   Ardabil   Hisn Kayfa   Oman
Indian technology group     Assam   Bahmanis   Bengal   Orissa
Chinese technology group     Bali   Brunei   Dai Viet   Japan   Khmer   Korea   Majapahit   Malaya   Pagarruyung   Pasai   Sunda
Nomadic technology group     Jianzhou   Timurids   Uzbek

Central African technology group     Kuba  Mutapa
East African technology group     Ethiopia  Mogadishu
Muslim technology group     Mamluks  Morocco  Tlemcen  Tunis
West African technology group     Air  Mali

Western technology group     United States
Mesoamerican technology group     Maya
North American technology group     Caddo   Cherokee   Iroquois

Andean technology group     Chachapoya   Cusco   Muisca
South American technology group     Mapuche