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Jianzhou

Jianzhou
Jianzhou.png
Primary culture
Manchu (Evenki)

Capital province
Huncun (2108)

Government
Steppe NomadsGovernment steppe horde.png

State religion
TengriTengri.png

Technology group
NomadNomad technology group
Manchu ideas
Notes:

For Flag of Haixi Haixi, Flag of Jianzhou Jianzhou, Flag of Yeren Yeren, Flag of Manchu Manchu and Flag of Qing Qing.


Traditions.png Traditions:

−5% Land maintenance modifier
+1 Land leader shock

National manpower modifier.png United Three Jurchens

+10% National manpower modifier
−20% Core-creation cost

Technology cost.png Manchu Alphabet

−10% Technology cost

Possible Manchu banners.png The Eight Banners

+25% Possible Manchu banners

Cavalry combat ability.png Link with the Mongol Dynasty

+15% Cavalry combat ability

Manpower recovery speed.png The Green Standard Army

+20% Manpower recovery speed

National unrest.png Pigtail or Death

−2 National unrest

Stability cost modifier.png The Chinese Laws

−10% Stability cost modifier

Idea bonus.png Ambition:

+1 Land leader shock

Jianzhou is a Steppe Horde located in east Asia bordering Flag of Korea Korea, Flag of Haixi Haixi, Flag of Yeren Yeren and Flag of Ming Ming. It's also one of the 3 Manchurian hordes capable of forming Flag of Manchu Manchu and by extension Flag of Qing Qing. Their starting ruler is from the Aisin Gioro clan, which historically united the Jurchen tribes and established the Chinese Qing Dynasty in 1644.

Contents

EventsEdit

id

 Nurhachi's Reforms


In 1584, the Khan Nurhaci managed to unite all the Tungusian tribes, the so-called Kin-Tungus, later known as Manchus. He also reformed government, administration and the judicial system with China as model. Nurhachi also invented the written Manchurian language.


 
Trigger conditions
  • At least one of:
  • Year is 1584 or later
  • None of:
    • Year is 1626 or later
Mean time to happen

126 months


 
A Great Day for the Manchu Peoples
  • Gain   5 army professionalism
  • Gain   100 administrative power
  • Gain   100 diplomatic power
  • Gain   100 military power


DecisionsEdit

In order be able to form Manchu, Jianzhou will need to complete this decision.

 Unite Jurchen Tribes

With the three capitals of the ancient Jurchen tribes firmly in our hands, it is now time to proclaim our people's unification and let the entire world know that Manchurians are now one.
 
Potential requirements

  Manchu does not exist.
The country:

If the country is AI-controlled, then it:

  • can not be a custom nation.
Allow

The country:


Effects

If Girin (730) is part of the HRE, but the country is not a member then:

  • the province is removed from the HRE.
  • the Holy Roman Emperor:
    • gets the opinion modifier “Removed provinces from the Empire” towards the country, worth  −50 opinion with a yearly decay of 1.
    • loses  1 imperial authority.

Girin (730):

  • will no longer be under the control of an estate.
  • becomes the capital of the country.

The country:

If Manchu:

MissionsEdit

Main article: Manchurian missions

StrategyEdit

Jianzhou has perhaps the strongest start of the three Jurchen tribes, as it has more starting development than its direct competitors,   Haixi and   Yeren. However, Jianzhou's expansion opportunities are also more limited than the other tribes, as   Ming is unassailable in the early game, and   Korea often allies with them, leaving only the other Jurchen tribes as potential targets. The Girin node is very poor and so it is generally not worth building Light Ships to Protect Trade in this node, though Privateering in Hanzong can be profitable until Jianzhou can reasonably control the Beijing node.

Jianzhou is a   Tengri nation and is syncretic with   Confucian at game start. Maintaining Confucian syncretism is recommended for the early game as nearly all territory nearby is either Tengri or Confucian already.

Starting outEdit

Some patience may prove valuable for a player at the very beginning of the game.   Haixi and   Yeren will be the player's rivals in nearly all Jianzhou starts. One of   Korchin or   Korea will often rival the player as well. This makes the list of potential allies quite short; in general, the strongest defensive option is   Oirat, and an alliance with the   Oirat should be obtained if at all possible.   Korea is also a decent defensive alliance if they have not rivaled Jianzhou, but due to their borders, they will not accept a Call to Arms for territory promises as they cannot core land in   Haixi or   Yeren.   Korchin may be useful if the player intends to go to war with the intent of calling them in for territory, and then betraying them in the peace deal; once   Haixi or   Yeren lose territory,   Korchin will nearly always select Jianzhou as its next rival anyways.

Build up Jianzhou's army to the force limit, with Cavalry if the treasury can afford it, and wait on the borders of   Haixi or   Yeren. Thanks to the Tribal Feud CB, a war will start soon. Once this happens, the Jianzhou player should declare war and try their best to 'steal' as much territory from the losing party as possible.

In general, it is best to annex as much territory as possible. Even taking slightly over 100% Overextension is acceptable, because due to the Razing functionality for Steppe Hordes, the Development in razed provinces will drop and by doing so lower Overextension as well. Razing will often provide almost enough Administrative Points to core the newly razed province, and will often grant Diplomatic and Military Points as well. If the player fully annexed the target nation, at their option they may release them as a vassal, though this is not recommended for   Haixi and   Yeren due to these nations containing provinces needed to form   Manchu.

Uniting the Jurchen TribesEdit

After destroying or severely reducing one of Jianzhou's neighboring tribes,   Korchin will likely rival the player, so the player may choose to wait to see if   Korchin and the remaining Jurchen tribe go to war, while consolidating their new gains. If Jianzhou fully annexed   Yeren,   Buryatia is an excellent new target if available due to their gold mine.

  Korea or   Ming should generally be left for after forming   Manchu, unless   Korea is caught without any alliances whatsoever. AI nations should no longer ally if they could be called into an ongoing war, so the player should now be safe from   Korea reallying with   Ming, or anyone else, while the war is in progress. If Ming decides to issue a warning to Jianzhou, be aware that they will only be called in if the Jianzhou player attacks a nation that also borders   Ming, so   Yeren or   Buryatia may still be safely attacked (unless national borders have changed drastically).

Once two nations in the area have been annexed by the player, the remaining two nations will be easy targets for the strong Jianzhou army as they will always have rivaled each other. The player should carefully check alliances before declaring war, however, as an unexpected alliance with   Oirat or   Korea can make the war unexpectedly brutal.

Once the local area has been annexed, generally up to   Mongolia in the west and   Ming/  Korea in the south, the player can choose to form   Manchu. Now that the state religion of   Manchu remains Tengri, there are no longer any downsides to taking this decision.

AchievementsEdit

 
Start as one of the Jurchen Tribes and form Qing.


 
Become Chinese Emperor as Qing.


 
Have 100 regiments as Banners raised at the same time.


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