Cipher’s Conquest Of India

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Author: "Magickarp" Cipher

Last revision: 2 Mar, 2023 at 11:34 UTC

File size: 538.62 KB

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Description:

Hello everyone, have you ever felt like your running long games or mega campaigns and notice that india never has any european presence and that they never even attempt to make a landing?

Well this mod will attempt to remedy that. I wont assure it wont will be 100 percent historical but it will try to balance on both sides (european and indian) and attempt to create a form of tug of war beetween these powers.

V1.1-
In this version the following are included –

New Event -> After the year 1550, any european nation with exploration ideas and colonies on the asian continent will be able to gain a event that will give them claims on the coastal regions of india. It is up for these nations to attempt their first conquest

New Crisis -> "European Meedling": India Nations that have a neighboring nation with at least two institutions ahaed (for indias that are catching up with tech wont be so affected) that reduce their army and economic capabilities, while also increasing their institution spread and reducing idea and tech cost.

New Decision -> "Overrule European Meedling" – Any indian nation that has achieved the status of a major power and has managed to kick europeans off the indian continent during the midlate game, will be able to cancel out any claims europeans have on the continent while also ending all events and crisis related to the european conquest.

New CB_Type -> "Vassalize Indian Nations" – If a indian nation is under the crisis "European Meedling", any neighrbor european nation will be able to cb to vassalize them, following the british tradition.

This is the first attempt, but please feel free to add messages and ideas to add to the mod, to make this exchange beetween both sides more interactable.

V2.1 –

In this focused, i tried to make india bloobling waay harder, while still making it fun for the player to be able to unite india over time. This will incentivize indian nations to play tall vs expanding without crisis, but also not allow neightbouring countries to just go in and take everything.
Whats included?:

-At start of game, all indian culture provinces will gain a strong province modifier called "Indian Feudalism" THAT WILL DECREASE OVER TIME that gives the regions dev cost decrease, much higher governing capacity cost, seperatism of 100 years (important for the next parts of the mods, based on historical rebellion of minor princely states.), culture conversion cost increase, higher coring cost, and hight warscore cost.

-A new VERY SERIOUS crisis, where if legitimacy of your reign as a indian nation is too low (scales with size), and eigther the legitimacy is seriously low, your nobility castes have too hgih a influence, or your too corrupt, then a crisis of "legitimacy of castes" will happen, where when it procs most nations that have been conquered by the nation will be released as a daimyo like indepenedent subject called a Zamidar, that must be reign it to end the crisis, but that might vight for their independence after the loss of your status to rule.

-Both of these effects can be removed during the age of absolutism once you reach a high value of absolutism, achieve great power status and low crown lands, and control a good ammount of india, where you reform the indian feudal system. Once this is done, you wont be under the threat of losing control.

-During normal gameplay, the castes may ask to be given autonomy and become a Zamidar, but that can be refused at the cost of their loyalty. If they dont have enought influence they wont call it.

v3.1 – (religious tensions to very diverse empires, not implemented yet)