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Mongol Empire Mongolia is playable from January 1st, 1260 to January 1st, 1271 and from January 1st, 1368 to January 1st, 1687 and December 29th, 1911 the present. Oirat Oirat is Mongol Empire Mongolia's historical rival (and vice versa).

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

DecisionsEdit

Reform Yuan Great YuanEdit

Requirements:

  • Yuan Yuan does not exist
  • Is not:
  • Culture icon Primary Culture is in the Altaic Culture Group
  • Is not a Subject colony icon colonial nation
  • At peace
  • Icon stability Stability at least 2
  • Owns Core-creation cost core provinces: Kaifeng (688), Xilin Gol (723), Beijing (1816), Qaraqorum (2891), Xuanhua (696) and Xiangyang (2490)
  • Is not a Icon vassal subject nation
  • All Mongol, Chahar, Kalkha, Oirat and Uyghur lands must be owned or owned by your Icon vassal vassal(s).
  • Is the Empire Emperor of China.

Upon Enactment:

  • Country changes to Yuan Yuan
  • Gain Cost to fabricate claims permanent claim on the China subcontinent
  • Gain a Cost to fabricate claims permanent claim on three regions:
    • Manchuria Region
    • Mongolia Region
    • Tibet Region
  • Gain 20 Prestige Prestige
  • Beijing becomes the Capital new capital
  • Beijing gains the following
    • Tax Base Icon 1 Base Tax
    • Production 1 Base Production
    • Manpower 1 Base Manpower
  • Beijing and its Capital capital are renamed to Khanbaliq.
  • Xilin Gol and its Capital capital are renamed to Xanadu.
  • Xuanhua and its Capital capital are renamed to Zhongdu.
  • Set government rank to Empire Empire.
  • If an HRE Icon HRE member and not an elector or emperor, removes all provinces from the empire.
  • Trigger country event "New Traditions & Ambitions"

Strategy Edit

Mongol Empire start date Edit

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 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.

Form Mongol Empire Mongol EmpireEdit

Requirements:

  • Culture icon Primary Culture is Mongol
  • Is not:
  • Mongol Empire Mongolia does not exist
  • Year is 1150 to 1499
  • Year is not 1500
  • Owns Core-creation cost core provinces: Kherlen (717), Ih Huree (2893), Qaraqorum (2891), Tsetserleg (2892), Uliastai (719)
  • Government is Government steppe horde steppe nomad
  • Is not a Icon vassal subject nation
  • At peace

Upon Enactment:

  • Country changes to Mongol Empire Mongolia
  • Gain 25 Prestige Prestige
  • Gain country modifier Nomadic Conquest
  • Set government rank to Empire Empire.
  • Gain IconPowerAdministrative 100 Administrative Points
  • Gain IconPowerDiplomatic 100 Diplomatic Points
  • Gain IconPowerMilitary 100 Military Points
  • Add Gold Icon 1000 Ducats to the Treasury

Horde Ideas and Traditions Edit

Traditions:

  1. -10% Aggressive Expansion Impact
  2. -5 Years of Separatism

Ideas:

  1. Life of the Steppe Warrior: -20% Land Attrition
  2. Traditions of the Great Khan: +20% Cavalry Combat Ability
  3. Horse Supplies: -10% Land Maintenance Modifier
  4. Steppe Leaders: +1 Land Leader Shock
  5. Tradition of Conquest: -25% Core-Creation Cost
  6. Logistics of the Khan: +20% Manpower Recovery Speed
  7. Glory of Conquest: +25% National Manpower Modifier

Ambitions:

  1. -10% Stability Cost Modifier