“印度是不列颠帝国皇冠上的宝石。东印度公司能否保持对这片广袤土地的统治同时取悦其股东?”
东印度公司, known at the beginning of the game as the "British East India Company" or India, is a republic and dominion of 大不列颠 in East Asia. One of the many subjects of the British Empire and part of the British market, the East India Company has various vast opportunities at the beginning of the game to expand and further dominate Asia, through economic or militaristic means. Starting with a government dominated by conservative landowners, it will require extensive effort to reform the nation to become a haven for liberty and prosperity.
As an English nation, you are able to form 英格兰 if you manage to conquer it.
Overview
The East India Company begins the game as a country controlled by Great Britain as a dominion. As such, it is able to start diplomatic plays against nations without repercussions from its overlord - meaning that countries will likely back down when threatened with the wrath of the British Empire and its military. Landowner control of the government ensures that at the beginning of the game, liberal reforms will likely not be passed. Having over 70% clout, the landowners will have to be dealt with through civil wars or other methods. For a non-European nation, the Standard of Living is adequate and can be improved easily. The vast British market will allow colonial India to grow as a power; with a GDP greater than Great Britain's, it is clear that the British depend on the Indians for their economy, meaning that if independence can be achieved, the British colonial empire will falter.
Strategy
The EIC begins the game as an underdeveloped nation with lots of potential to exploit its resources and economy to produce a global powerhouse. However, control of the government will have to be wrestled from the Landowners by other parties first to make any significant progress. Keep in mind that the Landowners will likely begin a civil war (revolution) if one attempts to reform their government; however, this can be easily dealt with as your puppets are able to side with you against any rival faction that threatens to overthrow your government.
Early - Game Expansion
Puppet 缅甸, 旁遮普, 波斯, 尼泊尔, and 暹罗 in any way and order one sees fit. They usually back down as your army and potential capacity for mobilization is far above theirs, and with Great Britain protecting you against any invaders, there is no threat of an invasion. Infamy is not a worry if you choose to remain as a British subject. Again: you are protected against any foreign power by the British and their economy, your borders are secure naturally, and your extensive network of puppets supplies your nation with hundreds of extra battalions one can use to their advantage. Use your Landowner - dominated government to get "Colonial Exploitation" as one of your laws so that one can colonize before you reform your government.
Government Reform
Reforming the government is another priority after conquest. Attempt to abolish serfdom; do not worry if it states that the Landowners will become angry. Allow the Landowners to rebel against you and start a civil war, and fight for the side with the Rural Folk and the Intelligentsia. When a civil war begins, ensure that your puppets are on your side, and fight against the Landowners. Once you win the civil war, one is able to see that there are hardly any Landowners within the government because of the -100% modifier from "losing a rebellion". In this fashion, you are able to oust the Landowners from your government and instate the Rural Folk and Intelligentsia to your government. Keep in mind that the modifier for the Landowners will scale down every week, so their clout will increase. This is simply a temporary solution to get liberal reforms quickly passed until a second civil war may occur.
Corn Laws Journal
Alternatively, activate the Corn Laws Journal entry and wait for a market liberal to be the leader of the Landowners IG. This allows you to abolish serfdom with the blessings of the Landowners.
Avert Mutiny
The Avert Mutiny Journal entry is an interesting objective. Completing it does help with managing the country (as well as preventing the country from becoming a British puppet with significantly reduced autonomy). However, the rewards may not be as great as obtaining independence.
Independence
Independence for the EIC must be planned. Besides the independence war (with Great Britain likely to sway other GPs to join in against you), post-independence EIC will be faced with two choices (three, if Pan-Nationalism is researched):
- Maintain English rule: this option radicalizes the Indian pops.
- Dividing India: this option will allow you to retain East India (the Bengal region) and divide the remaining Indian territory among Indian subjects, who also become independent. However, if all Indian subjects are annexed before independence, all of the EIC's territory will be transferred intact to the new country (Bengal).
- Forming India: With Pan-Nationalism researched, this option will annex all Indian subjects and form India. It is a better option than "dividing India". However, the tech requirement may be a harsh condition, particularly if you cannot prevent the Mutiny event from happening (which turns the EIC into a British puppet, and Great Britain taking over as the overlord of the EIC's subjects).