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General InformationEdit

Yarkand Yarkand is a country located in what is today Eastern China China. Yarkand is playable from 2 to 86; 105 to 127; 184 to 440; 567 to 650; 1389-1682, and 1755-1759.

See also: Kangju, Khotan, Kashmir, Karashahr, Kushan

StrategyEdit

DecisionsEdit

Form Mughal Empire (2-650)Edit

Requirements:

  • Primary Culture is in the Iranian Culture Group, or is Turkmeni, Uzbek, or Kyrgyz
  • Religion sunni Sunni is enabled
  • Is not:
  • Is not a colonial nation
  • Mughals Mughals does not exist
  • Has at least 600 total development
  • Owns core provinces: Roh, Lahore, Central Doab, Sirhind, and Delhi
  • Is not a subject nation
  • At peace

Upon Enactment:

  • Country changes to Mughals Mughals
  • Gain 28px-Prestige25 Prestige
  • Gain permanent claim to every province in the Bengal, Hindustan, Rajputana, Deccan, Coromandel, and West India regions.
  • Set government rank to Empire Empire.
  • If an Holy Roman Empire HRE member and not an elector, leave the empire.
  • Change government type to Iqta
  • If technology group is Nomad Nomad, change to Muslim Muslim
  • Change unit types to Indian Indian (Note that the cavalry to infantry ratio gets lowered from the Muslim unit's 80% to the Indian unit's 50%)
  • Trigger country event "New Traditions & Ambitions"

Yarkandi Ideas and Traditions Edit

Traditions:

  1. -1 National Unrest
  2. +10% Trade Efficiency

Ideas:

  1. Northern Silk Road: +20% Caravan Power
  2. Altishahr: +10% National Tax Modifier
  3. Tarikh-i-Rashidi: +1 Diplomatic Reputation
  4. Empower the Khojas: +2 Tolerance of the True Faith & +0.5 Yearly Devotion
  5. Holy Warriors: +10% Morale of Armies
  6. Black Mountain and White Mountains: +10% National Manpower Modifier
  7. Encourage Tarim Trade: +15% Provincial Trade Power Modifier

Ambitions:

  1. +10% Domestic Trade Power

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