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General Information Edit

ABH Abhira is a west Indian nation that is playable from 220 to 375.

Wikipedia: Abhira tribe

Strategy Edit

Abhira lands itself in a peculiar situation. It is surrounded by three large kingdoms: Sassanid to the west, Kushan Kushan to the north, and Western Satraps Western Satraps to the south. Each has a much larger army than the meager 6 force limit of Abhira. It will be essential to ally at least one of these powers to protect yourself from everyone else. Unfortunately, all three nations start with some border friction, and Sassanid Sassanid is of a different religion, meaning some work will need to be put into it.

If one manages to survive, the best (and pretty much only) course of expansion is east through the lands of Yaudheya Yaudheya. By defeating them, it opens up the gate to more conquest in north-eastern India and Kashmir Kashmir. After conquering some more nations, the next goal should be to form Bharat Bharat and dominate India which is a feat in it of itself. Once that is done, you should be strong enough to take on any enemies.

DecisionsEdit

Form BharatEdit

Requirements:

  • Bharat Bharat does not exist
  • Is not Mughals Mughals
  • Is not a subject nation
  • Is not a nomad nation
  • Primary Culture is in the Hindustani Culture Group
  • At peace
  • Stability at least 3
  • Religion is in the Dharmic group
  • Technology group is not NomadNomad Group
  • Owns core provinces: Multan, Lahore, Sirhind, Garhwal, Kathiawar, Delhi, Lucknow, Central Doab, Mandu, Mahakoshal, Mandla, Jaunpur, Lower Doab, Roh, and Chanderi

Upon Enactment:

  • Change country to Bharat Bharat.
  • Set government rank to Empire Empire.
  • Gain 28px-Prestige10 Prestige.
  • Gain a permanent claim on all not owned provinces of the Indian sub-continent.
  • If a member of the Holy Roman Empire HRE and not an elector or the emperor, all own provinces are removed from the HRE.

National Ideas and Traditions Edit

Traditions:

  1. -10% Stability Cost Modifier
  2. -10% Advisor Costs

Ideas:

  1. Preserve Our Troops: +2.5% Discipline
  2. Tax Reform: +5% National Tax Modifier
  3. Regulated Contracts: -10% Mercenary Cost
  4. Contract Law: +5% Global Trade Power
  5. Peasant Levy: +5% National Manpower Modifier
  6. Mercantile Status: +5% Trade Steering
  7. Strengthening Land Tenure: +5% Production Efficiency

Ambitions:

  1. +10% National Tax Modifier

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