Emperor of China
Available only with the Mandate of Heaven DLC enabled. |
The Emperor of China (also EoC) claims the Mandate of Heaven to rule the Middle Kingdom. In 1444,
Ming starts as the reigning emperor.
Introduction[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.28. |
Any non-subject nation belonging to either the pagan or eastern religion groups can claim the Mandate by declaring war using the “Take Mandate of Heaven” casus belli which becomes available if they neighbor the current emperor and don't have a truce with them. Aside from the claim to the Mandate, the CB also grants −50% province warscore cost and
−50% aggressive expansion to all provinces in the China super-region.
Successfully taking the Mandate gives its holder permanent claims on all of the China super-region, cores on provinces Beijing, Nanjing and Canton, the Celestial Empire special government, and unlocks the mandate and
meritocracy mechanics. In addition, the EoC gets 2 unique CBs: “Force tributary state” and “Unify China”. Also, New Imperial Dynasty modifier is added for 25 years which gives
+60.0 Yearly tax income
+15% Manpower recovery speed
+20 Land force limit
−10% Land maintenance modifier
+0.05 Mandate growth modifier
−0.10 Monthly devastation
The Emperor of China will never allow colonizers to charter a trade company, giving a −100 "Too powerful" modifier when trying to buy a province.
It is hard to switch out of the Celestial Empire government while being the EoC. All nation formation decisions and events that would normally change government are either disabled or may be taken, but will not change government type. If the existing emperor converts outside of the pagan or Eastern religion groups, the title is still retained.
Upon losing the emperorship, a nation will lose the Celestial Empire government, be forced to change its level 1 reform, and incur the effects of the “Mandate of Heaven lost” modifier for 20 years[1]:
During the 20 years, the nation cannot reclaim the mandate.
Mandate[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.29. |
Mandate is a measure of how legitimate the emperor's rule of China is viewed. It scales from 0 to 100, and gives the following modifiers, scaling linearly with malus converting to bonus at 50[2]:
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Low mandate[3] | 50 | High mandate[4] | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Effects |
At 0 mandate: |
No effect |
At 100 mandate:
|
Upon gaining the emperorship, Mandate is set to 60.[5] Mandate is affected by the following yearly modifiers (although displayed and applied monthly in-game)[6]:
- +0.24 per point of stability.
- +0.03 per state with prosperity.
- +0.15 per 100 development of tributaries.
- -10.0 per 100 development of stated provinces with 100% devastation, scaling with degree of devastation.
- -0.36 every five loans.
Mandate is also affected by the following monthly modifiers:
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Traditions | Ideas | Bonuses | Policies |
---|---|---|---|---|
+0.10 | — | — |
|
— |
+0.05 | — |
|
— | — |
+0.03 | — |
|
— | — |
- +0.05 for Emperor with humane personality
- +0.05 for 25 years for new Chinese Emperor
- +0.05 with the celestial reform "Elevate Tributary Relations"
- +0.05 when fighting a war with "Unify China" CB
- +0.05 until the end of the game as reward of Manchu mission "The Mandate of Heaven"
- +0.05 until the end of the game as reward of Siamese mission "Take the Mandate"
- +0.03 for 20 years as reward of Korean mission "Tame the Dragon"
- +0.03
/+0.05
for holding The Forbidden City (only with
)
- -0.05 for Emperor with petty personality
- -0.05 for not owning and controlling Beijing
- -0.05 for not owning and controlling Nanjing
- -0.05 for not owning and controlling Canton
- -0.3 during "Unguarded Nomadic Frontier" disaster
- -0.3 during "Empire of China in Name" disaster
- -0.1 during bankruptcy
- -1 at 100 corruption
One-time modifiers to Mandate include:
- +5 for winning a defensive war with the Take Mandate of Heaven CB.[6]
- +25 for ending "Empire of China in Name" disaster
- +20 for ending "Unguarded Nomadic Frontier" disaster
- -10 for declining a Call to Arms from a tributary.[7]
- -20 for triggering "Unguarded Nomadic Frontier" disaster
- -25 for triggering "Empire of China in Name" disaster
- -80 for passing a reform.[8]
There are also many events that affect Mandate.
Celestial Reforms[edit | edit source]
The emperor may pass various Celestial Reforms to better govern China. All of the reforms give some Bonus to the current Emperor and many also give modifiers to their subjects. The Emperor does not gain these Boni.
Passing a reform requires at least 80 Mandate, and lowers Mandate by -80 as well as stability by -1.[8] The reforms can be passed in any order, though unlike the Holy Roman Empire's reforms, there is no special reward for completing all of them. If a new nation takes the Mandate, all reforms are lost and Mandate is reset to 60.[9]
- Effects of Celestial Reforms[10]:
Reform | Conditions to enact | Emperor | Tributaries | Description |
---|---|---|---|---|
Introduce Gaituguiliu | The Native Chieftains in remote prefectures, also known as Tusi, are hereditary rulers of local minorities, these leaders might seem useful now and then due to their ties with the locals but have frequently proven to be a risk for regional stability in long-term. By slowly replacing them with regular officials appointed by the central government maintaining tranquillity on a regional level will become easier. | |||
Reform Seaban | The seas and oceans bring trouble: piracy, smuggling, sometimes even the usurpers hide themselves behind the waves and tides, but maritime trade also brings fortune and discovery. In order to let the wealth and new innovations into our great realm, we should reform our Seaban regulations. | |||
Delegate Zongdu |
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The vastness of our realm is utmost and unparalleled, however, regulating this is arduous. Hence let us create the position of Zongdu, a viceroy overseeing more than one province. They will be directing the provincial affairs as the Emperor's representative, so that the less crucial matters don't have to be reported to the Forbidden City. | ||
Establish Lifan Yuan | To manage the numerous subjects and lesser states from outlying regions within and beyond the imperial border, the Ministry of Rites is now deemed to be insufficient and inappropriate. We shall establish an office that focus on the dealing with them. | |||
Reshape Bureaucracy |
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To re-arrange the Guanzhi - bureaucratic ranks is not only to make a mere symbolic break with the incompetent dynasty who precedes us: by retuning the political structures of the Empire, our power will be concentrated and our regime will grow solid like a golden fortress with boiling moat. | ||
Elevate Tributary Status | The Celestial Empire is overlord over several tributary states which acknowledge our superiority. While most barbarians will remain foreign to our ideals, other tributaries strive to come closer to the greatness of Heaven. It is the duty of the Emperor to elevate those who appease us the most. | |||
Codify the Single Whip | By codifying the Single Whip law we will insert its legal precedent into our nation's judicial code. | |||
Rein the Factions |
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The various factions within our realm run rampant, clutching their pearls upon being demanded to contribute and further applying pressure to receive favors and influence in exchange for corruption. We must put an end to this lest we risk the Empire falls in turmoil. | ||
Civil Registration | A system aimed at keeping track of all our subjects within our realm, in a way to improve the standard of living of all those under our banner. | |||
A Silver Standard | The introduction of the Single Whip law has definitely improved our taxing efficiency. However, we must take precautions and combat potential rampant inflation. | |||
Kanhe Certificate | An imperial declaration aimed at empowering our merchants at home and abroad, while simultaneously allowing our subjects greater exclusive access in our markets. | |||
New Keju Formats | This reform aims at refining the process behind the selection of candidates and potential bureaucrats during the Imperial Examination. Introducing new formats of tests and increased standards will certainly benefit our administration. | |||
Inclusive Monarchy |
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Our domain is all-encompassing, and our subjects are many in numbers. As such, we must display the perfection and tolerance as exhibited by the heavens themselves and aim at creating a tolerant society that treats its people with dignity and compassion. | ||
§OPromote Bureaucrats§! | The soul of our nation rests within our bureaucratic procedures. By empowering and favoring our bureaucratic minds over those of militant stance, we will settle struggles of power that may take place internally, in the future.\n§YMutually exclusive with the 'Promote Generals' reform§!\n | |||
§OPromote Generals§! | Those who lay their life down to secure our freedom, need be praised more than cushy bureaucrats who delegate endlessly on procedures and are trapped in endless red tape.\n§YMutually exclusive with the 'Promote Bureaucrats' reform§!\n | |||
Unify Asian Markets |
|
By unifying access to all the markets we have influence in, our merchants will enjoy profits beyond their wildest dream, furthering our influence and increasing the size of our treasury. | ||
Reform the Army | An Empire of our size needs able and brave men to protect it. However, having courage and valor are not enough in today's affairs. The need for a widespread standing army, reformed and powerful will play a vital role in maintaining our powerful position. | |||
Popularize the Banners | The Banner army has served us dutifully, delivering blows to our enemies and securing crucial victories. If we are to maintain their top form and discipline, we must reform and improve them, or they will be at risk of decadence. | |||
Study Foreign Ships | Foreign ships hold many secrets when it comes to master shipwrights and architectural design. It would be wise to issue a reform across our nation and instruct our ship builders to study them in great detail. | |||
Tributary Embassies |
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Communication with all countries that pay tribute to our banner is vital as a deterrent of violence and better communication. To that end, it would be wise to enact a reform and fund official embassies across our sphere of influence. | ||
New World Expeditions | The new world holds many exotic goods, commercial opportunities and expansion paths aimed at cementing our power. It would be wise to invest imperial influence in issues pronouncements, instructing officials to focus on studying these strange locations beyond the horizon. |
Note: The Reshape Bureaucratic Ranks reform doesn't set a minimum of 1 for rulers, but directly increases their administrative stat by 1. Due to the way ruler stats are calculated, it gives a 3/16 (18.75%) chance of getting a 6
ruler.
The cost of converting a tributary to a vassal with Elevate Tributary Relations reform is 40% of the tributary's development. Thus a Tributary that has more than 250 total development cant be turned into a vassal.
Meritocracy[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.29. |
Meritocracy takes the place of
legitimacy (or its equivalent). It represents the efficiency of the imperial bureaucracy.
Scaling linearly from 0 to 100, it gives:
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0 | 50 | 100 |
---|---|---|---|
Effects | No Effect |
Meritocracy has a base annual decrease of −2. Low Confucian harmony also decreases it, up to −2 per year at 0 Harmony. It is increased by hiring talented advisors, at +0.25 per skill rank per year, e.g. +1.25 for one level 3 advisor and two level 1 advisors. Like other government mechanics, meritocracy may be increased by 10 by spending 100 military power (requires
).
The following ideas and policies also increase yearly meritocracy:
Decrees[edit | edit source]
Meritocracy may be spent on decrees, providing a powerful empire-wide bonus lasting for 10 years. Activating a decree costs 20 meritocracy and only one may be in effect at any given time.
List of decrees[11]:
AI behaviour[edit | edit source]
At peace, AI will prioritise on either tax income or
provincial trade depending on the percentage of income from each type. The next most likely choice is “Expand Palace Bureaucracy”. At war, AI is more likely to choose “Boost the Officer Corps”. The likelihood of choosing “Boost the Officer Corps” or “Improve Defence Effort” increases significantly if AI considers itself in an important war. The least likely choice is to increase
Ship durability although it becomes more likely if AI's
navy tradition is above 50.[11]
Decisions[edit | edit source]
Repair of the Great Wall
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Please help with verifying or updating this infobox. It was last verified for version 1.31. |
Parts of the Great Wall are in dire need of extensive repair. In its current state it doesn't offer sufficient protection for our northern provinces.
Potential requirements
The The country:
If the country is AI-controlled, then it:
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Allow
The country:
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Effects
The country: |
Construct the Forbidden City
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Please help with verifying or updating this infobox. It was last verified for version 1.31. |
The Forbidden City will be a glorious national monument, increasing our prestige and promoting stability.
Potential requirements
The The country:
If the country is AI-controlled, then it:
|
Allow
The country:
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Effects
The country: |
Missions[edit | edit source]
With Domination, many nations who become Emperor of China will have special Emperor of china missions.
Disasters[edit | edit source]
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The rise of a powerful Horde on our borders is casting a grim shadow over our pretentions to possess the Mandate of Heaven. If the realm is to prosper we must pacify the Nomad Frontier.
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Strategy[edit | edit source]

Being Emperor of China[edit | edit source]
Manage Mandate[edit | edit source]
The Mandate system confers steep penalties when below 50 Mandate. With 1.29, having less than 50 Mandate after the Age of Discovery will advance progress for the "Crisis of the Ming Dynasty" disaster.
Before patch 1.29, non-tributary neighbors (e.g. Russia) of the Emperor of China would cause a loss of Mandate. Much of the gameplay as the Emperor of China involved budgeting remaining tributaries (as opposed to revoking them, say, before a conquest) vs non-tributary neighbors. This can include painstaking feeding of border provinces to vassals for the sole purpose of keeping a certain large would-be neighbor away as well as confining to isolated islands when colonizing. As of patch 1.29, non-tributary neighbors no longer reduce Mandate. Thus, the Emperor of China is free to expand without worrying about coming into contact with a large neighbor resulting in near instant loss of Mandate.
It is important for an Emperor to keep the provinces of Beijing, Nanjing and Canton under control at all times, because not having them reduces Mandate by 0.05 per month for each. Likewise, for a new Emperor, it is critical to take over those provinces as soon as possible. If the Age of Discovery has passed, a potential Emperor should capture all 3 provinces before claiming the Mandate.
If the Emperor is large, nearby small countries will agree to become tributaries diplomatically. Bigger tributaries confer larger benefits. However, large countries will not agree to become tributaries without war. Thus, nurturing strong tributaries from early on is often worthwhile.
If the Emperor starts bordering a steppe horde with over 300 development (e.g. Manchu), Mandate will drop drastically as a result of the Unguarded Nomadic Frontier disaster, unless the player has more than 25% warscore / a truce / tributary status / alliance with the horde in question.
Tag switch resets the EoC reform progress as well as resetting Mandate to 60. That can be a way to handle temporary Mandate loss that spans decades in certain situations.
Highlights of benefits (Decrees and Celestial Reforms)[edit | edit source]
Early game, +25% tax income is a significant boost to the emperor's economy. It mitigates the reduction in income from
local autonomy and
unaccepted culture (if the emperor's primary culture is not Chinese).
Mid to late game in single-player, -10% core creation cost from “Expand Palace Bureaucracy” which adds to another -10% from “Establish Lifan Yuan” is an integral aspect of being Emperor of China. Obtaining these modifiers is one of the only ways to reach or come close to the maximum -80%. Without them, it is questionable whether it is worthwhile being hamstrung by the Mandate mechanics (pre-1.29).
Patch 1.29 introduces the "Crisis of the Ming Dynasty" disaster; progress for this disaster is advanced whenever Mandate is less than 50 after the Age of Discovery. This must be taken into consideration when analyzing the costs vs. benefits of enacting Celestial Reforms once the Age of Discovery is over.
Another strength of being Emperor of China is reduced unrest. Unrest reduction is often further enhanced by religious modifiers for nations in the region with Confucian or Buddhist religions. This perhaps resonates with real history in which many dynasties of the Chinese Empire ascribed paramount importance to social stability and provides flavor to the game.
Defeating Emperor of China[edit | edit source]
If the attacking country can cause the current Emperor of China to quickly lose the Mandate, the Emperor will be greatly weakened militarily (taking up to +50% damage during combat) and will become vulnerable to conquest.
A possible pre-1.29 strategy is to voluntarily become the tributary of Emperor and then conquer all other tributaries (because tributaries can attack each other without Emperor being involved). Then, the country can revoke its tributary status, causing a relentless loss of Mandate to start. If a country is a Steppe horde with at least 300 development, the Emperor may get the disaster Unguarded Nomadic Frontier. Additionally, an Oirat player can, through the Tumu Crisis event chain, occupy Beijing and the rest of Northern China to not only take land, but also cause devastation which can drop the mandate greatly.
The Emperor is most vulnerable after enacting a Celestial Reform, when it won't have more than 30 mandate.
Purposely stopping to be the Emperor of China[edit | edit source]
It is possible for Ming to get rid of the title of Emperor of China (becoming a normal Monarchy) by purposely losing the Mandate.
This can be done by disbanding the entire army, so that the neighboring countries would assume that Ming is weak. Eventually one of the neighboring countries would declare a war with "Take Mandate of Heaven" casus belli. Then Ming can end the war as a loss, offering "Take Mandate of Heaven" in the peace terms.
Losing the mandate causes 20 years of serious penalties. But in the early game Ming is unchallenged both militarily and economically, so it can wait it out without being threatened by anyone. Rebellions can be avoided by increasing autonomy.
As of patch 1.29, non-tributary neighbours no longer drain an Emperor's mandate, significantly reducing the downsides of being emperor. This means that unless the player desires a unique challenge, there is almost no reason to get rid of the imperial title. The Mandate of Heaven should still not be claimed until the player can maintain both Mandate (especially with the possibility of the "Crisis of the Ming Dynasty" disaster after the Age of Discovery) and Meritocracy at acceptable levels.
Footnotes[edit | edit source]
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt: lost_mandate_of_heaven.
- ↑ See in /Europa Universalis IV/common/defines.lua: CELESTIAL_EMPIRE_MODIFIER_THRESHOLD.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt: negative_mandate.
- ↑ See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt: positive_mandate.
- ↑ See in /Europa Universalis IV/common/defines.lua: CELESTIAL_EMPIRE_DEFAULT_INFLUENCE.
- ↑ 6.0 6.1 See in /Europa Universalis IV/common/defines.lua: variables with CELESTIAL_EMPIRE_MANDATE_.
- ↑ See in /Europa Universalis IV/common/defines.lua: REFUSED_CALL_FROM_TRIBUTARY_MANDATE_LOSS.
- ↑ 8.0 8.1 See in /Europa Universalis IV/common/defines.lua: variables with CELESTIAL_EMPIRE_REFORM_.
- ↑ See in /Europa Universalis IV/common/defines.lua: CELESTIAL_EMPIRE_DEFAULT_INFLUENCE.
- ↑ See /Europa Universalis IV/common/imperial_reforms/01_china.txt.
- ↑ 11.0 11.1 See /Europa Universalis IV/common/decrees/00_china.txt.
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |