|At the start of the Grand Campaign – 14 October 1399|
|Government type||Despotic Monarchy|
|Number of provinces||4|
|Center of Trade||Bihar|
|Other accepted cultures||Avadhi|
Bihar is one of north-east India's major powers. It faces several problems, but if it can get through the first years it is in a good position to unite the subcontinent. It borders two more of India's greatest nations; Delhi and Bengal, of which the former is well capable of ripping through Bihari defenses with its much larger army.
As a minor power, Bihar should look to increasing its influence early on. It is certainly not large enough to challenge Delhi, so a web of alliances with other powers such as Rajputna should avert the gaze of its intimidating neighbour. No matter how many gifts you send Delhi, however, it will eventually become a problem; whether by being a holdout against the unification of India or by open attempts at conquest. In order to defeat Delhi, or whatever nation may replace it, a strong power-base is certainly needed. India and south-east Asia are awash with opportunities for expansion; candidates include the OPM of Arakan, or the heretics in Malaysia and Aceh. Shared religion throughout India leads to a patchwork of expansion, so east is the main option for Bihar. With an easily-balanced budget and powerful military, the opening years should not be too challenging.
EU3 & NA
You start with a CoT, but only four provinces, and you don't have the high production income of the south-Indian states. Bihar depends more on trade and less on production than most of India. Delhi has cores on all your provinces, and while your army support is reasonable, your starting manpower is pitiful.
- Raise two cavalry regiments (all you have manpower for) as soon as the game starts.
- If you're worried about Delhi, try to ally with Rajputana and Gondwana. Orissa and Assam are better long-term prospects, but they can't help you against Delhi.
- Delhi will declare war in the first year. You have money, but they have land, and their monarch has a high military rating.
- War tax as soon as the DOW comes in, concentrate your army to beat off the first attack and hold on until year end.
- On Jan 1, 1454, raise another cavalry regiment (you should just have the manpower), and hire two mercenary cavalry units.
- Do not raise infantry (in fact, it may even be worth disbanding your starting infantry regiment to save manpower). When you need siege forces, hire mercenaries.
- Smash Delhi's armies with massed cavalry and once they're sucking wind, start on the sieges.
- Take the three provinces south of Delhi, which will give you Kaunaji culture once they become cores.
Once you've beaten Delhi, you're on your way. Only Vijayanagar, the Timurids and maybe Rajputana will be big enough to tackle you, and none of them are close enough to be an immediate threat.
- Trade will be your biggest money-spinner, so try and keep your Infamy low, and prioritise Trade research.
- After you've got 5 merchants in Bihar, concentrate on Kutch, then Malacca, then Hormuz. The Samarkand CoT is usually very small and not really worth it.
- Your culture group is Eastern Aryan, so the best areas for initial expansion are to the east. There's a weak Muslim state squatting on Bengal, and beyond them Assam.
- You should be able to vassalise (diplo or military, your choice) Nepal and Gondwana.
- Sooner or later, you'll have to break out into central India. Try and pick off the weak states. When there are only two powers left (usually Vijayanagar and either Rajputana or the Timurids), try and ally with one against the other, or at least intervene while they fight each other.
- You have money, but you don't have much manpower. Be prepared to use mercenaries. Lots of mercenaries.