|Please help with verifying or updating this infobox. It was last verified for version 1.33.|
- +20% Manpower recovery speed
- +1 Tolerance of heretics
- +1 Tolerance of the true faith
- −1 National unrest
- +20% Fort defense
- −10% Construction cost
- +1 Merchant
- +10% Trade steering
- +10% National tax modifier
- +10% Goods produced modifier
- +20% Morale of armies
Decisions[edit | edit source]
Please help with verifying or updating this infobox. It was last verified for version 1.33.
Unify all Malayan provinces in the region under one strong ruler.
Malaya does not exist.
If the country is AI-controlled then it:
Playing with normal or historical nations
The AI will always take this decision.
Events[edit | edit source]
- Main article: Sundanese events
Missions[edit | edit source]
- Main article: Sundanese missions
Strategy[edit | edit source]
Neighbouring a hostile, stronger Majapahit, Sunda is truly a rather difficult nation to play. In order to survive, the player must narrow the development between the two nations by conquering the animist states of Sulawesi and possibly even Kutai. It is probable however, that once one's troops are besieging Makassar, Majapahit will declare war. Hence, it is important that the player builds a strong navy from day one that is capable of transporting the entire army around. In case of a DOW during a war in Sulawesi, the player must keep calm, take loans (if necessary) and hire mercenaries to scorch the earth in Sundanese lands. This will give Majapahit's forces massive attrition, and waiting a while for them to drain their manpower will help lots. Check the ledger often to see Majapahit's remaining strength.
The player should annex and convert Makassar, then proceed to fabricate claims on Luwu. The Majapahit war will be raging however, and hence the player should conduct a naval landing on Java and stackwipe the Majapahit, forcing them to recruit mercenaries. By this point, the war is practically won, as Sundanese troops are still not too tired while Majapahit's are weary and exhausted. Take as much land as possible and can core, and peace out.
By this point, Sunda has left the most difficult part of its existence. Attacking Kutai will be very useful for the development, and proper deity selection can allow Sunda to convert Borneo to Hinduism. Repeated steamrolling of Majapahit will leave Sunda undoubtedly the greatest power in the region.
Alternative Strategy[edit | edit source]
Another powerful option is declaring war on Majapahit from the beginning. Take out loans to build galleys and infantry going over Land and Navy force limit temporarily, then declare war on Majapahit. Any allies Majapahit might have are not on Java, so before they land, find Majapahit's army and stackwipe them. Having a mercenary company with a good general is very helpful for this war. After that quickly siege everything in Majapahit so they can't build any more troops and fight off any amphibious landings from their allies. Sieging them should be easy since they have no forts. After all the galleys are finished and there are no troops in Java, send a landing to white peace any allies. After this, take 100% or close to it from Majapahit. This will give you range to make claims on Makassar. After the war is over, guarantee what is left of Majapahit, and your mission tree will give you free overlordship over them.
After this, good targets are Sambas for their gold mine, and Palembang for the center of trade. You have usurped Majapahit's position and can quickly become the dominant power in Malaya, and a Great Power of the world. To avoid aggressive expansion, focus on conquering nations of each religion in Malaya. Hindu, Sunni, and Animist nations can be conquered as a group to avoid coalitions.