Orissa

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
- +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
- For the area, see Orissa (area).
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.
Missions[edit | edit source]
- Main article: Orissan missions
Orissi mission focus on expanding into the Tamil lands to their south.
Events[edit | edit source]
- Main article: Orissi events
Orissi events mostly concern the cult of Jagannath and the succession crisis following the death of Kapilendra.
Reformation[edit | edit source]
Orissa can be re-formed by any country with Garjati, Jharkhandi, or Oriya culture if it should cease to exist.
Unite Orissa
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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!
Potential requirements
The country:
If the country is AI-controlled then it:
Playing with normal or historical nations. |
Allow
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Effects
The country:
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- AI will always take this decision.
- AI gives "high priority" (400) to this decision
Decisions[edit | edit source]
Orissa can form Bharat.
Form Bharat (Central Indian, Eastern Aryan)
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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]

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. Two or all three out of those, including Andhra will likely rival the player in the beginning. But Orissa do start off with 4 vassals, including Garjat,
Jeypore,
Parlakhimidi, and
Keonhjar, which will be the key for Orissa's early game expansion.
Early game[edit | edit source]
The first step is to build up to force limit, and get an admiral. Orissa can get diplomatic points from the Vaishyas estate to recoup the cost. The player should build a spy network on either Bastar or
Bishnupur. Next step, is to complete the 'Prepare for Conquest' mission. This gives permanent claims on
Bengal and
Andhra. The player is highly reccomended to declare on
Bengal as soon as they get the claims.
Bengal usually does not get allies this early, and, if they allied
Delhi, it wont change things as they will likely be facing
Sirhind. The war should be easy due to the vassalswarm and the player should get all Orissa's claims. The player might want to take Chakla or Silhet if the player want to expand in the east in areas like
Assam and
Kachar earlier in the game. During the war try to improve relations with
Jaunpur as they would be a key ally.
The next step is to attack Bastar or
Bishnupur, whichever the player fabricated a claim on. They may also bring minor allies, but Orissa and her vassals can deal with them. Orissa starts off with six weak countries nearby ripe for the taking -
Bastar,
Patna,
Kalahandi,
Ratanpur ,
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 the player'svassals early on - and the player should do so, before any of their stronger neighbors does. Annexing or feeding these nations will grant the player to annex Orissa's 3 other vassals into
Garjat.
Andhra is allied to
Vijayanagar from the start of the game, but can be easily conquered if the alliance is broken. Catch
Andhra off guard by attacking them when
Vijayanagar is busy either with rebels or the
Bahmanis
In order to expand, Orissa will need to attack the Bahmanis and/or
Vijayanagar soon, both of which are stronger than the player at the beginning of the game. While
Bahmanis 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 will make a good early ally, as well as either
Mewar or
Gujarat.
Ava would not be a bad ally either. (They will function both as a defensive alliance or as extra power). Also, look around for anyone who is strong enough and rivaled the player's rivals. 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.
Eventually, Bahmanis and
Vijayanagar would attack each other. The player can use this not only to snipe up
Andhra, but also attack the losing side. In my games that is usually
Bahmanis. Orissa and whoever is winning should be able to completely render the losing side useless, just a war or two from annexation. From there, the winning side (
Bahmanis or
Vijayanagar), though, will be very strong. The player likely have to drag Orissa's allies, especially
Jaunpur, for the first war, or, possibly, end up in a defensive war, recruiting many mercenaries and getting loans. An intermediate player should be able to win this war.
Aggressive expansion can be somewhat ignored, as Orissa can attack multiple religious groups such has Muslims and Hindus, The player should still try to manage their aggressive expansion to make the coalition wars easier and shorter. It is also worth noting that there are two areas in the subcontinent (Rajputana and Central India) with increased coring cost, which applies both to direct coring and to vassal annexation.
Later on[edit | edit source]
Once Orissa has taken much of the Deccan, Jaunpur will likely turn hostile, especially if the player has expanded into Bengal significantly. The same may be true for the Europeans once the charter companies begin dotting the subcontinent. The player should anticipate this, and improve relations with other strong potential allies in both India and Europe (such as
Transoxiana or
Portugal) 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 and Southern India at this point, and can readily expand into Northern 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 Ava, but note that if the player go further east into
Ayutthaya and the surrounding area, that they will be
Ming tributaries. The player could, alternatively, expand south-east to take
Brunei,
Pasai and
Majapahit (the latter is also Hindu, thus land that would not need to be converted).
Forcing the collapse of Ming will be an interesting strategy. Just make sure that the player has some allies in various regions like Europe and Southeast Asia to slowly make the Ming Dynasty collapse.
Final thoughts[edit | edit source]
Orissa should now be in a strong position to unite the Indian subcontinent and South-East Asia, and possibly further, into China, Tibet, and Persia
Achievements[edit | edit source]
Footnotes[edit | edit source]
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