|主流文化||Oriya (Eastern Aryan)|
- For the area, see Orissa (area).
Orissa is a kingdom located on the eastern coast of India. In 1444, it borders 孟加拉 to the north, the 巴赫曼尼 to the west, 安得拉 to the South and the Indian Ocean to the east. Its ideas are focused on turning Orissa into a regional trade and naval power.
Orissi events mostly concern the cult of Jagganath and the succession crisis following the death of Kapilendra.
Orissa can form 婆罗多 as an Eastern Aryan nation.
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 迦贾德 as a vassal which can come in useful with Orissan early conquests and to protect Orissa from its enemies.
Orissa starts off with three weak countries nearby ripe for the taking - 巴斯塔, 贾坎德 and 昌达. 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. 安得拉 is allied to 维查耶那加尔 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 巴赫曼尼 and 孟加拉 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. 章普尔 and 维查耶那加尔 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 摩腊婆 or 古吉拉特. 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 大明 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.
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 波斯) 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 阿育他耶, and south-east to take 锡亚克, 八昔 and 满者伯夷 (the latter is also Hindu, thus land that would not need to be converted).
Orissa should now be in a strong position to unite the Indian subcontinent and South-East Asia.