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Orissa

Kingdom rankOrissa
Orissa.png
Primary culture
Oriya (Eastern Aryan)

Capital province
Cuttack (552)

Government
Feudal MonarchyGovernment monarchy.png

State religion
HinduHinduism.png

Technology group
IndianIndian technology group
Orissan ideas
Traditions.png Traditions:
+5% Production efficiency
−10% Shock damage received

Infantry combat ability.png Lord of the Elephants

+10% Infantry combat ability

Legitimacy.png Servitor of Jagganath

+1 Yearly legitimacy

National tax modifier.png Parikshas

+10% National tax modifier

Goods produced modifier.png Refined Cloth Production

+10% Goods produced modifier

Prestige.png Patronize Temple Construction

+1 Yearly prestige

Trade efficiency.png Encourage the Salt Trade

+10% Trade efficiency

Naval force limit modifier.png Heritage of the Sadhabas

+25% Naval force limit modifier

Idea bonus.png Ambition:

+20% Trade steering
For the area, see Orissa (area).

Orissa is a kingdom located on the eastern coast of India. In 1444, it borders Flag of Bengal Bengal to the north, the Flag of Bahmanis Bahmanis to the west, Flag of Andhra 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.

Contents

MissionsEdit

Main article: Orissan missions

Orissi mission focus on expanding into the Tamil lands to their south.

EventsEdit

Main article: Orissi events

Orissi events mostly concern the cult of Jagganath and the succession crisis following the death of Kapilendra.

DecisionsEdit

Orissa can form   Bharat as an Eastern Aryan nation.

 Form Bharat (as Eastern Aryan)


Form the mighty Bharat and bring all the lands of the Indian subcontinent under your rule.


 
Potential requirements
  • Playing with normal or historical nations

  Bharat does not exist.
The country:

If the country is AI-controlled,

  • it must have at least 15 cities.
  • it can not be a former colonial nation.
  • is not custom nation
Allow

The country:

  • is not a subject nation other than a tributary state.
  • is not a nomad nation.
  • is not at war.
  • has a  stability of 3.
  • has embraced   Feudalism
  • has a culture of the Eastern Aryan culture group.
  • owns its core provinces:
    • Multan (506), Lahore (507), Surat (517), Delhi (522), Central Doab (524), Madurai (536), Tondainadu (539), Daulatabad (545), Cuttack (552), Pataliputra (558), Gauda (563), Assam (566), Bidar (1948), Halar (2052), Kumari (4410), and Mansura (4503).

Effects

The country:

ReformationEdit

Orissa can be re-formed by any country with Garjati, Jharkhandi, or Oriya culture if it should cease to exist.

id

 Unite Orissa


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:

  Orissa does not exist.

Allow

The country:

  Orissa does not exist


Effects

The country:

If the country:

StrategyEdit

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.

Early gameEdit

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.

Later onEdit

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).

Final thoughtsEdit

Orissa should now be in a strong position to unite the Indian subcontinent and South-East Asia.

AchievementsEdit

 
Start as Orissa and own or have a subject own all tropical wood provinces.

FootnotesEdit

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     Mutapa
East African technology group     Kilwa
Muslim technology group     Mamluks  Tunis
West African technology group     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