Oriya (Eastern Aryan)
- +5% Production efficiency
- −10% Shock damage received
- +10% Infantry combat ability
- +1 Yearly legitimacy
- +10% National tax modifier
- +10% Goods produced modifier
- +1 Yearly prestige
- +10% Trade efficiency
- +25% Naval force limit modifier
- +20% Trade steering
Orissa is a kingdom located on the eastern coast of India. In 1444, it borders Bengal to the north, the Bahmanis to the west, Andhra to the South and the Indian Ocean to the east. Its ideas are focused on turning Orissa into a regional trade and naval power.
- Main article: Orissan missions
Orissi mission focus on expanding into the Tamil lands to their south.
- Main article: Orissi events
Orissi events mostly concern the cult of Jagganath and the succession crisis following the death of Kapilendra.
Orissa can form Bharat as an Eastern Aryan nation.
Form the mighty Bharat and bring all the lands of the Indian subcontinent under your rule.
Form Bharat (as Eastern Aryan)
Bharat does not exist.
If the country is AI-controlled,
Orissa can be re-formed by any country with Garjati, Jharkhandi, or Oriya culture if it should cease to exist.
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27.
With the heartlands of Orissa under our control it is time we claim our legacy as servitors of Jagannath and proclaim ourselves kings over the entire region!
If the country is AI-controlled then it:
Orissa does not exist.
Orissa does not exist
If the country:
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
Orissa starts off in a difficult position, it has powerful enemies bordering them with Bengal to the north, Bahmanis to the west and Vijayanagar to the south. One or two out of those will likely rival the player in the beginning. But Orissa do start off with Garjat as a vassal which can come in useful with Orissan early conquests and to protect Orissa from its enemies.
Orissa starts off with three weak countries nearby ripe for the taking - Bastar, Jharkhand and Chanda. They may ally each other, usually do not ally anyone big in the beginning, are of the right religion, and can all be annexed or fed to Garjat early on - and the player should do so, before any of their stronger neighbors does. Andhra is allied to Vijayanagar from the start of the game, but can be easily conquered if the alliance is broken.
In order to expand, Orissa will need to attack the Bahmanis and Bengal soon, both of which are stronger than the player at the beginning of the game. While they are Muslim, all their lands are Hindu and unlikely to revolt if taken before they convert. Additionally, Orissa starts out with an excellent ruler in Kapilendradeva, which allows them to punch a little bit above their weight. Jaunpur and Vijayanagar make a good early ally (one of them will usually rival you, but the other can help you pincer either Bengal or Bahmanis, respectively). Also, look around for anyone who is strong enough and rivaled the player's rivals, such as Malwa or Gujarat. If the states around Orissa are too powerful to beat, it is best to wait for them to fight each other and then take advantage of this.
Aggressive expansion can be partially ignored, as Orissa can become a tributary of Ming from the start. As the overlord, Ming is required to defend Orissa in any defensive wars - including coalition wars, which will be relatively easy to defeat thanks to Ming's large army and manpower pool. The player should still try to manage their aggressive expansion to make the coalition wars easier and shorter. As aggressive expansion is heavily influenced by religion, the player can alternately attack Hindu, Muslim and Buddhist nations to minimize their exposure. It is also worth noting that there are two areas in the subcontinent (Rajput and Central India) with increased coring cost, which applies both to direct coring and to vassal annexation.
Once Orissa has taken much of the Bahmanis land, Vijayanagar will likely turn hostile. The same may be true for Jaunpur once the player has expanded into Bengal significantly. The player should anticipate this, and improve relations with other strong potential allies (such as Persia) early on. At some point, Ming - should they survive - will also likely rival the player once they are a potential rival. This means it is best not to border them before the player is ready.
Orissa should be the leading power in Eastern India at this point, and can readily expand into Southern and Western India. This will likely need strong alliances for much of the game. On the other hand, the player may also expand east towards Ayutthaya, and south-east to take Siak, Pasai and Majapahit (the latter is also Hindu, thus land that would not need to be converted).
Orissa should now be in a strong position to unite the Indian subcontinent and South-East Asia.
Start as Orissa and own or have a subject own all tropical wood provinces.