Emperor of China

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The Emperor of China (also EoC) claims the Mandate.pngMandate of Heaven to rule the Middle Kingdom. In 1444, Flag of Ming Ming starts as the reigning emperor.

Introduction[edit | edit source]

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 Province war score cost.png −50% province warscore cost and Aggressive expansion impact.png −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.png mandate and Meritocracy.png 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

  • Yearly tax income.png +60.0 Yearly tax income
  • Manpower recovery speed.png +15% Manpower recovery speed
  • Land forcelimit.png +20 Land force limit
  • Land maintenance modifier.png −10% Land maintenance modifier
  • Mandate.png +0.05 Mandate growth modifier
  • Local devastation −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]:

Discipline.png −10% Discipline
Stability cost modifier.png +50% Stability cost modifier
National unrest.png +10% National unrest
Goods produced modifier.png −50% Goods produced modifier
Fire damage received.png +50% Fire damage received
Shock damage received.png +50% Shock damage received
Liberty desire in subjects +50% Liberty desire in subjects
Yearly legitimacy.png −1% Yearly legitimacy
Mercenary manpower.png −50% Mercenary manpower
National manpower modifier.png −50% National manpower modifier

During the 20 years, the nation cannot reclaim the mandate.

Mandate[edit | edit source]

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]:

Mandate.png Mandate Low mandate[3] 50 High mandate[4]

At 0 mandate:

Goods produced modifier.png −50% Goods produced modifier
Fire damage received.png +50% Fire damage received
Shock damage received.png +50% Shock damage received
National unrest.png +5% National unrest
Mercenary manpower.png −50% Mercenary manpower
National manpower modifier.png −50% National manpower modifier
Liberty desire in subjects +30% Subject Liberty desire
Yearly meritocracy.png -2 Yearly Meritocracy
No effect

At 100 mandate:

National unrest.png −2.50% National unrest
Estate loyalty +10%.00 All estates Loyalty equilibrium
Monthly war exhaustion.png −0.05% Monthly war exhaustion

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:

Mandate.png Traditions Ideas Bonuses Policies
  • Full Court
  • Chinese idea 6: Son of Heaven
  • Dai Viet idea 6: Thuan Thiên
  • Great Shun idea 7: Claim to the Mandate
  • +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"
  • +0.03Great project level icon tier 1.png/+0.05Great project level icon tier 3.png for holding The Forbidden City (only with Leviathan.png)
  • -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
  • At least one of:
    • Eunuchs Eunuchs has at least 60 loyalty
    • Corruption.png Corruption is less than 1
  • Yearly meritocracy.png +0.5 Yearly meritocracy
  • Possible advisors.png +1 Possible advisor
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
  • Diplomat.png +1 Diplomat
  • Trade efficiency.png +5% Trade efficiency
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
  • At least one of:
    • Has at least Crownland.png 35% crown land ownership
    • Ruler's Administrative power.png administrative skill is at least 5
    • All of:
      • Has a level 3 Advisor Treasurer.png Treasurer advisor
      • Has at least 7 government reforms
  • Autonomy.png −0.05 Monthly autonomy change
  • State maintenance.png −25% State maintenance
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
  • At least one of:
    • Gains at least Monthly military power.png 10 military power per month
    • National focus is set to Military power.png Military
    • Ruler's Military power.png military skill is at least 6
  • Nobility loyalty equilibrium.png +10% Nobility loyalty equilibrium
  • Core-creation cost.png −10% Core-creation cost
  • Autonomy change cooldown.png −20% Autonomy change cooldown
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
  • Monarch administrative skill +1 Monarch administrative skill
  • All estates influence −5% All estates influence modifier
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
  • Has at least Emperor of china icon.png 8 Celestial Reforms
  • Mandate.png +0.05 Mandate growth modifier
  • Liberty desire from subjects development −33% Liberty desire from subjects development
  • The Emperor may convert their Tributaries into Vassals at the cost of Mandate
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
  • Has the Emperor of china icon.png celestial reform “Delegate Zongdu”
  • At least one of:
    • Has completed the mission “Single Whip Law”
    • Has completed Economic idea group.png Economic Ideas
    • Has at least 7 government reforms
  • Income from vassals.png +25% Income from vassals
  • National tax modifier.png +10% National tax modifier
  • Yearly corruption −0.05 Yearly corruption
By codifying the Single Whip law we will insert its legal precedent into our nation's judicial code.
Rein the Factions
  • At least one of:
    • Has at least Crownland.png 90% crown land ownership
    • Absolutism.png Absolutism is at least 75
  • Administrative efficiency.png +2.5% Administrative efficiency
  • All estates influence −5% All estates influence modifier
  • Maximum absolutism +5 Maximum absolutism
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
  • Development cost.png −5% Development cost
  • Autonomy change cooldown.png −20% Autonomy change cooldown
  • National tax modifier.png +10% National tax modifier
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
  • Has the Emperor of china icon.png celestial reform “Codify the Single Whip”
  • Yearly inflation reduction.png Inflation is less than 1%
  • Is not running a deficit
  • At least one of:
    • Gains at least Monthly administrative power.png 10 administrative power per month
    • Ruler's Administrative power.png administrative skill is at least 5
    • National focus is set to Administrative power.png Administrative
  • Monthly gold inflation modifier.png −10% Monthly gold inflation modifier
  • Yearly inflation reduction.png +0.05 Yearly inflation reduction
  • Interest per annum.png −0.25 Interest per annum
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
  • At least one of:
    • Has completed Trade idea group.png Trade Ideas
    • Has a Colony subject
    • Has at least Merchants.png 4 merchants
    • National focus is set to Diplomatic power.png Diplomatic
  • Merchants.png +1 Merchant
  • Merchant trade power.png +10 Merchant trade power
  • Trade efficiency.png +5% Trade efficiency
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
  • At least one of:
    • Has enacted the “The Examination System” government reform
    • Has completed Administrative idea group.png Administrative Ideas
  • At least one of:
    • Ruler's Administrative power.png administrative skill is at least 4
    • Gains at least Monthly administrative power.png 9 administrative power per month
  • Reform progress growth.png +10% Reform progress growth
  • Mandate.png +0.03 Mandate growth modifier
  • Governing capacity modifier +5% Governing capacity modifier
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
  • Stability.png Stability is at least +1
  • At least one of:
    • Has completed Humanist idea group.png Humanist Ideas
    • Has at least (unrecognized string “harmony” for Template:Icon) 80 harmony
    • Has a level 2 Advisor Theologian.png Theologian advisor
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
  • Tolerance heathen.png +1 Tolerance of heathens
  • Tolerance heathen.png +1 Tolerance of heathens
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§!
  • Mutually exclusive with the Emperor of china icon.png celestial reform “Promote Generals”
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Clergy loyalty equilibrium.png +5% Clergy loyalty equilibrium
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§!
  • Mutually exclusive with the Emperor of china icon.png celestial reform “Promote Bureaucrats”
  • Nobility loyalty equilibrium.png +10% Nobility loyalty equilibrium
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Nobility loyalty equilibrium.png +5% Nobility loyalty equilibrium
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
  • Has the Emperor of china icon.png celestial reform “Reform Seaban”
  • Has the Emperor of china icon.png celestial reform “Kanhe Certificate”
  • At least one of:
    • Has completed the mission “Improve the Haijin Policy” or “Repeal the Haijin Policy”
    • Mercantilism.png Mercantilism is at least 50
    • Ruler's Diplomatic power.png diplomatic skill is at least 6
  • At least one of:
    • Has completed Trade idea group.png Trade Ideas
    • Trade accounts for at least 35% of national income
    • Home trade node:
      • Is the highest valued trade node in the world
      • Our country is the strongest trade power in this node
  • Merchants.png +1 Merchant
  • Goods produced modifier.png +5% Goods produced modifier
  • Trade power.png +10% Global trade power
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
  • Gains at least Monthly military power.png 10 military power per month
  • At least one of:
    • Army tradition.png Army tradition is at least 60
    • Army professionalism.png Army professionalism is at least 40%
  • Movement speed.png +10% Movement speed
  • Army drill decay modifier.png −25% Regiment drill loss
  • Yearly army professionalism +0.25% Yearly army professionalism
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
  • At least one of: :
    • Has at least Possible Manchu banners.png 25 banner regiments
    • Cavalry combat ability.png Cavalry Combat Ability is at least 0.4
  • Cavalry to infantry ratio.png +50% Cavalry to infantry ratio
  • Cavalry cost.png −10% Cavalry cost
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
  • Navy tradition.png Navy tradition is at least 50
  • At least one of:
    • Has at least Heavy ship.png 50 heavy ships
    • Has completed Naval idea group.png Naval Ideas
    • Has completed Quality idea group.png Quality Ideas
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Ship costs.png −5% Ship cost
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
  • All of our Tributary subjects have less than 50% liberty desire
  • At least one of:
    • Has completed Diplomatic idea group.png Diplomatic Ideas
    • Has completed Influence idea group.png Influence Ideas
    • Has at least Crownland.png 50% crown land ownership
    • Ruler's Diplomatic power.png diplomatic skill is at least 5
  • Monthly favor growth modifier.png +25% Monthly favor growth modifier
  • Diplomatic reputation.png +1 Diplomatic reputation
  • Diplomatic relations.png +1 Diplomatic relation
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
  • Has at least Explorer 1 explorer
  • Has at least Light ship.png 50 light ships
  • Colonists.png +1 Colonist
  • Global settler increase.png +10 Global settler increase
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 Administrative power.png 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 Administrative power.png 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]

Meritocracy.png Meritocracy takes the place of Legitimacy.png legitimacy (or its equivalent). It represents the efficiency of the imperial bureaucracy.

Scaling linearly from 0 to 100, it gives:

Meritocracy.png Meritocracy 0 50 100
  • Foreign spy detection.png −50% Foreign spy detection
  • Advisor cost.png +25% Advisor costs
  • Reform progress growth.png -25% Reform Progress Growth
  • Yearly corruption +0.1 Yearly corruption
No Effect
  • Foreign spy detection.png +50% Foreign spy detection
  • Advisor cost.png −25% Advisor costs
  • Reform progress growth.png +25% Reform Progress Growth

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 Military power.png 100 military power (requires Rights of Man.png).

The following ideas and policies also increase yearly meritocracy:

Meritocracy.png Traditions Ideas Bonuses Policies
  • Holy Roman idea 1: The Imperial Throne
  • Andean traditions
  • Imperial German traditions
  • Israeli traditions
  • Majapahit traditions
  • Montferrat traditions
  • Norman traditions
  • Roman traditions
  • Tarascan traditions
  • Trebizond traditions
  • Venetian traditions
  • Württemberger traditions
  • Aachen idea 2: Imperial Free City
  • Adalite idea 2: A Monarchical Imamate
  • Afghan idea 6: Institutionalized Loya Jirga
  • Air idea 3: Legacy of Tin-Hinan
  • Angevin idea 7: Rule of the Plantagenet
  • Arakanese idea 1: Mrauk U Dynasty
  • Ardabili idea 7: Shahs of Iran
  • Asakura idea 5: Seventeen Clan Code
  • Ashanti idea 4: The Golden Stool
  • Ashikaga idea 2: Defenders of the Imperial Court
  • Athenian idea 1: Dominus Athenarum
  • Augsburger idea 1: Augusta Vindelicorum
  • Aztec idea 2: Sustaining the Gods
  • Baden idea 2: Legacy of the House of Zähringen
  • Bahmani idea 6: Bahmani Primogeniture
  • Baluch idea 3: Khan of the Baloch
  • Bavarian idea 1: Institute the Everlasting Succession
  • Beloozero idea 3: Strengthen Local Lineages
  • Beninese idea 1: Curb the Uzama
  • Berg idea 1: The Heirs of Lotharingia
  • Betsimisaraka idea 6: Royal Justice
  • Bohemian idea 2: Elective Monarchy
  • Bolognese idea 2: Bentivoglio Family
  • Bosnian idea 2: Per Aspera ad Astra
  • Brazilian idea 7: Seat of the Empire
  • Breton idea 1: Legacy of Breton Independence
  • Bulgarian idea 7: Third Rome
  • Caucasian idea 5: Highland Khans
  • Cebu idea 2: Chola Legacy
  • Chinese idea 6: Son of Heaven
  • Cirebonese idea 1: Negara Gede
  • Clevian idea 2: Cleves and Mark
  • Colonial idea 1: Founding Fathers
  • Cossack idea 2: Cossack Hetmanate
  • Dahomey idea 1: Children of the Panther
  • Dai Viet idea 6: Thuan Thiên
  • Daimyo idea 3: Honor the Ancestors
  • Deccani Sultanate idea 1: Legacy of the Bahmani Sultanate
  • Delhian idea 7: The Throne of India
  • Ethiopian idea 2: Negusa Negast
  • Franconian idea 1: The Duchy Restored
  • Frankfurter idea 7: Freie Stadt Frankfurt
  • Garhwali idea 5: Source of the Ganges
  • Garjati idea 2: Ancient Mandalas
  • Gelre idea 3: Defiance of Foreign Rule
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Gond idea 6: Ancient Roots
  • Great Qing idea 4: Bogda Khan
  • Gujarati Princedom idea 6: Ashapura Mata
  • Hamburger idea 2: Burgher Republic
  • Hatakeyama idea 6: Unify the Clan
  • Hawaiian idea 2: Repurposing the Ali'i Nui
  • Hindustani idea 4: The Peacock Throne
  • Hojo idea 1: Legacy of the Kamakura Shogunate
  • Holstein idea 7: Danish Protest Pigs
  • Hosokawa idea 1: Kanrei
  • Ilkhanid idea 1: Restored Ilkhanate
  • Iwi idea 7: The Maori King Movement
  • Jerusalem idea 1: Crown of Thorns
  • Jolof idea 6: Wolof Griots
  • Kaffan idea 5: Strengthen Ties With the Ethiopian Church
  • Kamilaroi idea 5: Matrilineal Lineage
  • Karamanid idea 7: True Heirs of the Seljuk Empire
  • Khorasani idea 4: Dynastic Chronicles
  • Kikuchi idea 3: Aso Shrine
  • Kilwan idea 2: Shirazi's Legacy
  • Kitaran idea 1: Legacy of the Gods
  • Kuban idea 6: Ndop Statue
  • Kurdish idea 6: Legacy of the Kurdish Dynasties
  • Ladakh idea 6: A Kingdom United
  • Lan Na idea 1: Legacy of Mangrai
  • Lanfang idea 1: Free Elections
  • Larrakia idea 4: Dowed
  • Latin idea 1: Emperor of Constantinople
  • Liège idea 3: Religious Devotion
  • Luban idea 2: Royal Village Shrines
  • Luccan idea 7: The Jacobin State of Lucca
  • Lunda idea 2: Perpetual Kingship
  • Mainzian idea 4: Saint Hildegard of Bingen
  • Malaccan idea 6: Dualat
  • Malagasy idea 2: Zafivolamena
  • Manchu idea 4: The Later Jin
  • Manipur idea 3: Kingdom of the Meitei
  • Mazovian idea 6: Sejmy i Sejmiki
  • Mesoamerican idea 5: Ritual Bloodletting
  • Moldavian idea 4: Hospodar of Moldavia
  • Moluccan idea 2: Shared Cultural Heritage
  • Montenegrin idea 1: Legacy Of Diocleia
  • Mossi idea 1: Rialé and Yennenga
  • Muiscan idea 7: Consuetudinary Law
  • Mushasha idea 5: A House United
  • Mutapan idea 4: Spokesman before the Dead
  • Mysorean idea 2: Patronize Kannada Literature
  • Neapolitan idea 7: The Lazzaroni and the Monarchy
  • Northumbrian idea 1: Secure Percy Rule
  • Novgorod idea 3: Ivan's Hundred
  • Odoyev idea 1: Heirs of Chernigov
  • Offaly idea 6: A Family Affair
  • Oirat idea 3: The Four Oirats
  • Orissan idea 2: Servitor of Jagannath
  • Oyo idea 2: Oduduwa Mythos
  • Pagarruyung idea 3: Istano Basa
  • Palawa idea 2: Dual-Identity
  • Pegu idea 6: Buddhist Kingship
  • Perugian idea 4: Perugian Signoria
  • Pisan idea 5: Anziani del Popolo
  • Polotskian idea 2: Heritage of The Rus'
  • Provençal idea 2: Revive House of Anjou
  • Rajputana idea 7: Monumental Architecture
  • Rassid idea 4: A Unified Rassid State
  • Romanian idea 4: Latin Island
  • Rothenburg idea 3: The End of the Line
  • Ruthenian idea 1: The Mother of Russian States
  • Ruthenian idea 1: The Mother of Russian States
  • Rûmi idea 3: Shahanshah
  • Samoan idea 5: Tatau
  • Samtskhe idea 1: Atabegs of Samtskhe
  • Savoyard idea 7: Savoyard Legitimacy
  • Scottish idea 6: Basilikon Doron
  • Semien idea 5: Gideon Dynasty
  • Shan idea 6: Shan Chronicles
  • Shirvani idea 1: The Khalwati Order
  • Sindhi idea 1: Enduring Samma Dynasty
  • Sistani idea 6: Chronicles of Sistan
  • South Indian idea 5: Patronage of Great Temples
  • Sukhothai idea 6: Ramkhamhaeng Stele
  • Swabian City-State idea 6: The Thorn of the Empire
  • Swedish idea 1: Kung och Riksdag
  • Telugu idea 5: Legend of Prataparudra
  • Thüringian idea 1: The Partition of Leipzig
  • Timurid idea 4: Chagatai Literature
  • Transoxianian idea 7: Chagatai Literature
  • Tripuran idea 1: Rajmala
  • Tsutsui idea 5: The Southern Capital
  • Tumbuka idea 3: Healthy Priest Kings
  • Tyrone idea 2: The O’Neill Mór
  • Veronese idea 1: Three Households Alike in Dignity
  • Vindhyan idea 7: Candella Legacy
  • Wallachian idea 6: Boyar Regime
  • Welsh idea 4: Unbennaeth Prydain
  • Yi idea 6: Renovate the Skyward Tombs
  • Zambezi idea 5: Centralizing the Mbona cult
  • American ambition
  • Anhalt ambition
  • Barbary Corsair ambition
  • Canadian ambition
  • Dithmarscher ambition
  • Imagawa ambition
  • Irish ambition
  • Italian (minor) ambition
  • K'iche ambition
  • Kanem Bornuan ambition
  • Maravi ambition
  • Ormond ambitions
  • Russian ambition
  • Bamberger traditions
  • Bukharan idea 1: Jochid Patrimony
  • Colognian idea 4: Prime Minister of Cologne
  • Cypriot idea 1: King of Jerusalem
  • Georgian idea 1: Bagrationi Dynasty
  • Great Shun idea 7: Claim to the Mandate
  • Jurchen idea 2: The Queue
  • Kiwi idea 1: Maori Seats
  • Utrecht idea 2: Ex Cathedra
  • Yarkandi idea 4: Empower the Khojas
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Full Court

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]:

Name Effect
Expand Palace Bureaucracy
  • Development cost.png −10% Development cost
  • Core-creation cost.png −10% Core-creation cost

If the Mission.png mission "Cornerstone of an Empire" was completed by siding against the Eunuchs, additionally gain:

  • Advisor cost.png −20% Advisor cost
Conduct Population Census
  • National tax modifier.png +25% National tax modifier
  • State governing cost.png −10% States governing cost

If the Mission.png mission "Reform Civil Administration" was completed by siding against the estates, additionally gain:

  • Monthly administrative power.png +1 Monthly administrative power
Promote Naval Officers
  • Morale of navies.png +10% Morale of Navies
  • Ship durability +10% Ship durability
Increase Tariff Control
  • Provincial trade power modifier.png +25% Provincial trade power modifier
  • Trade power.png +10% Domestic trade power
Improve Defense Effort
  • Fort defense.png +25% Fort defense
  • Fort maintenance.png −10% Fort maintenance
Boost the Officer Corps
  • Infantry combat ability.png +10% Infantry combat ability
  • Reinforce speed.png +25% Reinforce speed
Fund Education Centers
  • Technology cost.png −10% Technology cost
  • Institution spread.png +25% Instution spread
Proclaim Dynastic Name
  • Mandate.png +0.05 Mandate growth modifier
  • Estate loyalty +10% All estates' loyalty equilibrium
Issue Great Warnings
  • Yearly corruption −0.10 Yearly corruption
  • Estate influence −10% All estates influence modifier
Announce Six Ordinances
  • National unrest.png −2 National unrest
  • Liberty desire in subjects −10% Liberty desire in subjects
Publish a Sacred Edict
  • Years of separatism.png −5 Years of separatism
  • Monthly karma −0.05 Monthly karma
  • Religious harmonization speed.png +25% Religious harmonization speed
Promote Taoist Studies
  • Average monarch lifespan.png +25% Average monarch lifespan
  • Clergy.png +10% Shizu loyalty equilibrium
Appoint New Eunuchs
  • Advisor cost.png −15% Advisor costs
  • Eunuchs +10% Eunuchs loyalty equilibrium
Spur Trade Cooperation
  • Innovativeness gain +50% Innovativeness gain
  • Merchant trade power.png +25% Reduced trade penalty on non main trade node
Reinforce the Inner Guard
  • Foreign spy detection.png +33% Foreign spy detection
  • Improve relations.png +20% Improve relations
Issue New Seals
  • Minimum autonomy.png −5 Minimum autonomy
  • Autonomy.png +0.05 Monthly autonomy change

AI behaviour[edit | edit source]

At peace, AI will prioritise on either Gold Icon.png tax income or Provincial trade power modifier.png 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 Ship durability although it becomes more likely if AI's Navy tradition.png navy tradition is above 50.[11]

Decisions[edit | edit source]


Execute decision.pngRepair of the Great Wall

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 Leviathan.png ‘Leviathan’ DLC is not enabled

The country:

  • is Flag of Ming Ming, Flag of Qing Qing or has enacted the ‘Celestial Empiregovernment reform.
  • owns Taiyuan (693), Hejian (695), Baoding (696), Datong (697), Lanzhou (699), Xi'an (700), Yumen (707), Alxa (709) and Beijing (1816).
  • does not have the modifier “Reparations of the Great Wall”.

If the country is AI-controlled, then it:

  • can not be a custom nation.

The country:

  • has a ruler with a military skill of at least 5.


The country:

  • gets the modifier “Reparations of the Great Wall” for the rest of the campaign with the following effects:
    • Fort defense.png +25% fort defense,
    • Fort maintenance.png +10% fort maintenance.

Execute decision.pngConstruct the Forbidden City

The Forbidden City will be a glorious national monument, increasing our prestige and promoting stability.

Potential requirements

The Leviathan.png ‘Leviathan’ DLC is not enabled

The country:

If the country is AI-controlled, then it:

  • can not be a custom nation.

The country:

  • is not at war
  • has hired a level 3 Advisor Statesman.png statesman or has a ruler with an administrative skill of at least 3.
  • either the faction system is disabled or the Bureaucrats faction is in power.
  • has a stability of +3.
  • has at least 1 year's worth of income in its treasury.
  • has at least 50 administrative power.


The country:

  • loses Gold Icon.png ducats equal to 1 year of income.
  • loses Administrative power.png 50 administrative power.
  • gets the modifier “The Forbidden City” for the rest of the campaign with the following effects:
    • Stability cost modifier.png −10% stability cost modifier,
    • Yearly prestige.png +0.5 yearly prestige.

Missions[edit | edit source]

With Domination.png Domination, many nations who become Emperor of China will have special Emperor of china missions.

Disasters[edit | edit source]

Unguarded Nomadic Frontier icon
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.
Empire of China in Name icon
While we have succesfully secured the title of Emperor over the Chinese our Empire is one that scarcely includes any Chinese. If we are to be seen as anything but a foreign emperor we will need to integrate the Chinese as part of our government.

Strategy[edit | edit source]

Strategy The below is one of many player suggested strategies for Emperor of China. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

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. Flag of Russia 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. Flag of Manchu 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% Gold Icon.png tax income is a significant boost to the emperor's economy. It mitigates the reduction in income from Autonomy.png local autonomy and Max promoted cultures.png unaccepted culture (if the emperor's primary culture is not Chinese).

Mid to late game in single-player, -10% Core-creation cost.png 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 National unrest.png 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 Flag of Oirat 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 Flag of Ming 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 Flag of Ming 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]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt: lost_mandate_of_heaven.
  2. See in /Europa Universalis IV/common/defines.lua: CELESTIAL_EMPIRE_MODIFIER_THRESHOLD.
  3. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt: negative_mandate.
  4. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt: positive_mandate.
  5. See in /Europa Universalis IV/common/defines.lua: CELESTIAL_EMPIRE_DEFAULT_INFLUENCE.
  6. 6.0 6.1 See in /Europa Universalis IV/common/defines.lua: variables with CELESTIAL_EMPIRE_MANDATE_.
  7. See in /Europa Universalis IV/common/defines.lua: REFUSED_CALL_FROM_TRIBUTARY_MANDATE_LOSS.
  8. 8.0 8.1 See in /Europa Universalis IV/common/defines.lua: variables with CELESTIAL_EMPIRE_REFORM_.
  9. See in /Europa Universalis IV/common/defines.lua: CELESTIAL_EMPIRE_DEFAULT_INFLUENCE.
  10. See /Europa Universalis IV/common/imperial_reforms/01_china.txt.
  11. 11.0 11.1 See /Europa Universalis IV/common/decrees/00_china.txt.

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