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General Information[]

Mongolia Mongolia, at its start, is a Tengri-Vajrayana Tengri-Vajrayana Culture Khalkha Steppe nomads steppe horde mainly located in the Mongolia region, Tartary subcontinent of the Asia continent. The horde is formed by the combination of Tengri Tengri Khamag Mongol Khamag Mongol, Merkits Merkits, Tatars Tatars and Shiwei Shiwei plus some uncolonized native land in 1206, with core cores, bordering Tengri Tengri Solon Solon and Xibe Xibe east and Yenisei Kyrgyz Yenisei Kyrgyz and Tuva Tuva west, Mahayana Mahayana Kara-Khitai Kara-Khitai west, fellow Tengri-Vajrayana Tengri-Vajrayana Uighurs Uighurs southwest, Vajrayana Vajrayana Xia Xia south, Confucianism Confucian Jin Jin southeast and uncolonized native land north.

Mongolia will form Confucianism Confucian Yuan Yuan in 1271, break from Yuan on January 23, 1368, be annexed by Mahayana Mahayana Dzungar Dzungar in 1688, break from Confucianism Confucian Qing Qing on December 29, 1911 and is on-map to the present day.

Called "MongolKhanate" on-file

See also: Yuan Yuan, Ming Ming, Oirat Oirat, China China, Russia Russia, Soviet Union Soviet Union, Tannu Tuva Tannu Tuva

History[]

Mongolia is Relations historical rivals with Oirat Oirat.

Form Mongolia[]

  • Requirement(s):
    • Mongolia Mongolia does No not exist
    • Is No not: The Papal State The Papal State, Holy Roman Empire Holy Roman Empire, European Union European Union or Yuan Yuan
    • Steppe nomads Is Nomadic
    • Culture Primary Culture is Khalkha
    • Time Between years 1150 and 1500
    • Vassal Is No not a subject
    • War Is No not at war
    • core Own core Province province(s): Kherlen (717), Ih Huree (2893), Qaraqorum (2891), Tsetserleg (2892) and Uliastai (719)
  • Effect(s):
    • Country modifier Gain country modifier "Nomadic Conquest" for Time 60 Years:
      • Global unrest -2.00 National Unrest
      • National tax modifier +50.0% National Tax Modifier
      • National manpower modifier +50.0% National Manpower Modifier
      • Morale of armies +20.0% Morale of Armies
      • Discipline +10.0% Discipline
      • Cavalry cost -50.0% Cavalry Cost
      • Siege ability +25.0% Siege Ability
      • Horde unity +1.00 Horde Unity
    • Prestige Gain 25 Prestige
    • Change country to Mongolia Mongolia
    • All power costs Gain 100 Administrative, Diplomatic and Military monarch power
    • Empire rank Change government rank to Empire

Decisions[]

decision Convert to Nestorianism[]

  • Requirement(s):
    • Religion is:
      • Pagan (animism Animist or Shamanism Shamanist)
      • Hellenistic (Hellenic Hellenic, Zamolxism Zamolxist, Nabatean Nabataean or Druidist Druidist)
      • American Pagan (Totemism Totemist, Mesoamerican Mayan, South american South American, Nahuatl Nahuatl and Inti Inti)
      • Germanic Pagan (Germanic Germanic and Norse Norse)
      • East European Pagan (Suomenusko Suomenusko, Romuva Romuva and Slavic Slavic)
      • Eastern (Tengri Tengri)
      • African Pagan (Fetishist Fetishist and Egyptian Egyptian)
      • Mesopotamian (Ashurism Ashurist and South arabian South Arabian)
    • core Any core province is Nestorian Nestorian
    • Yes One of the following must be true:
      • Subject tributary Is a tributary or free
      • Nestorian Overlord is Nestorian
    • War Is No not at war
    • Stability Stability at least 1
  • Effect(s):
    • Nestorian Nestorian becomes the new state-religion of the country
    • Stability Lose 4 Stability
    • Country modifier Gain 'Recent Conversion' for Time 5 years
      • Global unrest opposite +2.00 National Unrest
      • stability cost modifier +20.0% Stability Cost Modifier

decision Reform Great Yuan[]

  • Requirement(s):
    • Yuan Yuan No does not exist
    • No Is not: Mughals Mughals, Qing Qing, Ming Ming, Manchu Manchu or Liao Liao
    • Culture Culture Group is Mongol
    • Culture The Primary Culture is No not Khitan
    • Colonial nation Is No not a colonial nation
    • Yes One of the following must be true:
      • Colonial nation Is No not a former colonial nation
      • Colonial nation Is a former colonial nation
        • No Not AI
    • Is free or a tributary
    • War Is No not at war
    • Stability Stability at least 2
    • core Own core Province province(s): Kaifen (688), Xilin Gol (723), Beezin (1816), Kharkhorum (2891), Xuanhua (696) and Xiangyang (2490)
    • Culture All Mongol, Chahar, Khalkha, Oirat and Uyghur Primary Culture provinces must be ruled by the country or not-tributary vassals
    • moh If the "Mandate of Heaven" DLC is present then:
      • Emperor of china Is the Emperor of China
      • No If DLC not present:
        • Empire rank Government Rank must be Empire
  • Effect(s):
    • Province Beezin (1816):
      • Base tax Gain 1 Base Tax, Production Production and Manpower Manpower
      • Renamed to "Khanbaliq"
      • Capital Becomes the Capital
    • Province Xilin Gol (723):
      • Renamed to "Xanadu"
    • Province Shenandoah (2136):
      • Renamed to "Zhongdu"
    • Country changes to Yuan Yuan
    • Holy Roman Emperor Country is No removed from the HRE
    • Cost to fabricate claims Gain a permanent claim on States Subcontinent(s): China
    • Cost to fabricate claims Gain a permanent claim on States Region(s): Manchuria, Mongolia, and Tibet
    • Prestige Gain 20 Prestige
    • Tradtions Can embrace Great Yuan Ideas and Traditions

Strategy[]

Mongol Empire start date[]

At this date, Mongolia is very powerful, due to its modifier "Nomadic Conquest". It gives you many boosts making you very over powered, also taking over provinces after occupying them for six months straight. Your first target should be Kara-Khitai Kara-Khitai. They are weak to you due to your bonuses, so they should be easy. Do not accept or send any alliances, no one will declare war on you, and if someone does, they should be a easy victim. After fulling occupying them, do not peace them out, you will soon keep a core on all their land if you occupy it, so it is worthless to peace them out. Keeping your eyes to the west, you should then fight the Cumans Cumans. This war will be longer, since they are much bigger. A good way to kill them is to slowly push your army into the land, no carpet sieging and you should always kill their army when it goes near yours, leaving your smallest unit there if you were sieging a fort. Eventually, you should have all their land. After this, you are basically unstoppable. Do not feel afraid to have multiple wars at once, as long as you are not stretched thin you should be fine.

 Updates[]

  • Page updated to mod version 1.10.3
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