General InformationEdit

Han The Han Dynasty is a Chinese Empire that is playable from 2 to 220, and briefly from May 10, 947 to February 2, 951. Han borders Yarkand Yarkand and Tibet Tibet to the west, Khmer Khmer and Sa Huynh Sa Huynh to the south, Baekje Baekje and Goguryeo Goguryeo at the east, and Xianbei Xianbei and Southern Xiongnu Southern Xiongnu to the north.

As Han, you'll start with the dreaded "Celestial Empire" government type in which if you're not careful, you'll collapse in a heartbeat. On good way to prevent this is to make absolutely sure your stability isn't below 0. Your trade and diplomacy, tax and administrative tasks, or military actions will be severely hampered, and only one can be normalized through the faction system, but on top of that, every province will have at least 50% autonomy regardless of what you do. The only way to get rid of the Celestial Empire is to westernize, but prepare as you'll be going through a possibly suicidal collapse until it's completed. Upon completion, you'll be just a regular despotic monarchy.

Militarily, Han is still in a good spot despite its celestial empire. There are no serious threats and is surrounded by weak, divided states. Han is the second largest nation in the world behind the Rome Romans at the time. On top of that, Han starts with one vassal, Southern Xiongnu Southern Xiongnu, which is a very small and militarily weak country. However they can be very useful, it is a good idea to feed them mongol land and annex then later


Roman-Parthian WarEdit

Han is already an extremely strong country. However, the modifier "Inward Perfection" gives room for improvement. Almost all nations neighboring Han don't have much of an army though, so therefore you don't need much of an army. Have at max 40 regiments and while you have a strong army compared to neighboring states while also making lots of money.

Because you have to wait 118 years to invest in new technology, you WILL fill up your monarch points, if a negative event pops up, choose to lose stability or monarch power than losing prestige or legitimacy.

While you're already a strong nation, the "Inward Perfection" modifier lowers the maximum amount of diplomatic relations to 0 making it so that you would need diplomatic points to have military access. Enacting the "Diplomatic Policy" will increase the max amount of diplomatic relations to 2. While you could conquer the world without having a single ally for the entire game, a coalition of 4 to 6 nations against you could become a problem. To minimize those chances, you should always have at least 1 ally.

Opening MovesEdit

At the start of the game, you should rack up to 40 regiments and then conquer Xianbei Xianbei as fast as possible as they will ally Yarkand Yarkand and declaring war on them now would put you in a 2 front war (you need all of your 40 regiments to destroy Xianbei Xianbei's army as they have at least 18 regiments hiding in the fog of war while Yarkand Yarkand has at least 14 regiments hiding in the fog of war). If you didn't conquer Xianbei Xianbei in time, no worries, Yarkand Yarkand will end up broke by rebels and most of their provinces will defect to Sarig Yogir Sarig Yogir.

Conquering Korea and JapanEdit

If Goguryeo Goguryeo doesn't have any strong allies, conquering Goguryeo Goguryeo should be easy. Keep in mind that if you directly take Jeju, you can't core it resulting in a permanent over-extension (until you tech up). To avoid this, simply vassalize Mahan Mahan and diplo-annex them.

While it may be tempting to directly take territories in Japan, remember that you can't core it. To core territories in Japan, simply vassalize Nakoku Nakoku and diplo-annex them.

If you follow this strategy, by 180 AD, Manchuria, Korea, and Japan would fall under Han control and you would not have any over-extension.

Conquering IndochinaEdit

First off, if you're conquering Indochina, vassalize Funan Funan as soon as possible, either through war or diplomacy. After you vassalize Funan Funan, fabricate claim on one of Khmer Khmer's territories, and then declare war on Khmer Khmer. DO NOT full annex them as they will give you heavy over-extension. Instead, take advantage of the fact that ppFunan]] has cores over several territories in Khmer, and have them cede Funan cores and the 2 territories that would be isolated from the capital after Khmer cedes Funan their cores. Then declare war a second time on Khmer Khmer and full annex them. When you diplo-annex Funan Funan, you gain cores on all of their territory, and a further southern border. After that, fabricate a claim of one of Sa Huynh Sa Huynh's territories then declare, you should easily destroy Sa Huynh Sa Huynh. If you follow this strategy, then you should be able to conquer all of Indochina within 30 years.

Conquering TibetEdit

Allying Pyu Pyu is a MUST if you want to conquer Tibet Tibet. Keep in mind that if you attack in the winter, you will suffer heavy attrition. Therefore it is recommended that you siege the provinces as soon as possible, also to conserve manpower, use the big armies only to fight, ALWAYS detach enough troops to siege.

Also, Tibet Tibet and Mon Mon might ally, you also want to have allies around Mon Mon. Following these steps, you should be able to conquer Tibet Tibet within 5 years.

Conquering XiongnuEdit

The strategy for conquering Xiongnu Xiongnu is easy, because they constantly suffer revolts. The best time to strike is when at least 3 provinces are occupied by rebels. Using that strategy, Xiongnu Xiongnu should fall within 5 years.


Form ChinaEdit


  • Primary culture is Han, Cantonese, or Manchu
  • China China does not exist
  • At peace
  • Administrative Technology of at least 76
  • Is not a subject nation
  • Is not a monarchy
  • Owns core province: Beijing (1816), Hebei (695), Suzhou (1822), Guangzhou (667), Chengdu (679)

Upon Enactment:

  • Country changes to China China
  • Gain 28px-Prestige25 Prestige
  • Gain country modifier Increased Centralization for 20 years:
    • -0.05 28px-Autonomy Monthly Autonomy Change
    • +1 28px-National unrest National Unrest

Han Ideas and TraditionsEdit


  1. +5% Discipline
  2. -1 National Unrest


  1. Centralised Government: -0.05 Monthly Autonomy
  2. Han Ingenuity: -10% Technology Cost
  3. Volunteer Army: +10% Morale of Armies
  4. Silk Road: +20% Global Trade Power
  5. Expansion of the Middle Kingdom: -25% Core-Creation Cost
  6. Golden Age of China: -10% Culture Conversion Cost
  7. Enduring Legacy: +2 Yearly Prestige


  1. -10% Infantry Cost

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