- +10% Morale of armies
- +25% Religious unity
- +10% Goods produced modifier
- +10% Trade efficiency
- +15% Production efficiency
- +20% National manpower modifier
- −10% Stability cost modifier
- −10% Cavalry cost
- +5% Discipline
- +10% Cavalry combat ability
Punjab is a formable nation in Northern india. It can be formed by any independent Sikh country controlling its northern indian provinces. It exists in a few brief historical starts, the earliest of which 1553, but has cores on several provinces in the Punjab region, which are held by various countries in the Indian subcontinent.
Its default state religion is Hinduism. However, its state religion is Sunni in start dates after 1553 and Sikh in start dates after 1758. It is one of two countries which has Sikhism as a state religion at any point in the game, the other being Patiala.
This section may contain outdated information that is inaccurate for the current version of the game.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 1.26.
Punjab can be formed if a sikh country controls its core provinces.
Kingdom of Punjab
If the country is AI-controlled,
The easiest option to form Punjab is Sirhind. Even though it starts out as a vassal of Delhi, it is for several reasons vastly stronger than its overlord. Firstly, it has a much better economic base, secondly its ruler is a lot better than Delhi's monarch, and thirdly it starts with cores on all of Delhi's land (even though the same is also true in reverse). A few months into the game, an event will give the player the option to rebel against Delhi, releasing Sirhind from their overlordship and starting a reconquest war. If Delhi hasn't gotten many allies by this point, this war should be relatively easy to win. However, if they have managed to ally multiple medium-powered countries, it could be preferrable stay a vassal and try to get Delhi's rivals to support Sirhind's independence.
After the player has managed to secure your freedom, and preferrably also has gained all of Delhi's former lands and their second vassal Jangladesh, they should try to protect themselves from the two biggest threats around you, the Timurids and Jaunpur, either by allying them or allying others strong enough to dissuade an attack on Sirhind. At this point, the player also has the option to reform Delhi, giving them a lot of cores and claims on the Ganges valley. However Sirhind's starting dynasty, the Lodis, can trigger rather severe negative events when in charge of Delhi, so doing so is only advised at the players own risk. It would also be necessary to culture convert back to Panjabi if this path is chosen.
A few decades into the game, Sikhism will be enabled, and as soon as Sirhind controls a Sikh province it can convert through a decision. Events will also spread Sikhism in Multan and Lahore, so the player shouldn't go out of their way to conquer provinces on the other end of India if Sikhism appears there. Converting as soon is possible is an option, but it should be kept in mind that any Muslim allies you might have will not appreciate you switching to a heathen religion. The second option is to wait until administrative tech 10 before embracing Sikhism, as forming Punjab also requires this technology level.
Once Punjab has been formed, the player will be able to enjoy its excellent economic and military idea set which synergizes very well with the bonuses Sikhism confers. From this point on, Punjab can strike out in any direction the player desires. The Ganges valley in the east is filled with riches, as is Persia to the west. If Punjab expands to the south, it can seize the port cities of Gujarat and everything that lies beyond. Forming Bharat is a worthwhile goal to pursue, and eventually even Ming can be brought down.