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Kingdom rankKazan
Primary culture
Kazani (Tatar)

Capital province
Kazan (1082)

Steppe Nomads Government steppe horde.png

State religion

Technology group
NomadicNomadic technology group
Kazani ideas
Traditions.png Traditions:
+2 Tolerance of heathens
−10% Aggressive expansion impact

Religious unity.png Steppe Tolerance

+25% Religious unity

Core-creation cost.png Tribal Legacy

−25% Core-creation cost

Cavalry combat ability.png Warrior Society

+20% Cavalry combat ability

National manpower modifier.png Legacy of the Great Horde

+25% National manpower modifier

Land leader maneuver.png Steppe Warfare

+1 Land leader maneuver

Fort defense.png Settle Down

+15% Fort defense

Trade efficiency.png End Western Domination

+10% Trade efficiency

Idea bonus.png Ambition:

+50% Cavalry flanking ability
For the area, see Kazan (area).

In 1444 Kazan is in a precarious situation surrounded by powerful neighbors with the Great Horde to the west, Uzbek to the east, Muscovy to the north, and Nogai to the south; all have nearly equal strength to Kazan. However, its national ideas make it a potential great power in the late game. Apart from the few neighboring hordes (which will eventually fall apart or be eaten by Muscovy), Kazan is surrounded by non-Muslim nations. With its increased religious unity and tolerance of heathens, Kazan can easily expand in any direction without taking the Humanist idea group. This leaves room to focus on economic and military ideas, which can ensure regional dominance if applied correctly. Kazan is by no means an easy nation to play, but if the player can weather the rough start long enough to reform government and westernize, the late game rewards can be extremely powerful.


Main article: Tatar missions



Execute decision.pngRe-form the Golden Horde

Centuries ago our Great Father united our ancestors in their ancient homeland. He died leaving his sons to squabble and split his mighty empire into petty fiefs, small, weak and unworthy of his legacy! The disjointed remnants still sweep across the steppes instilling fear in the hearts of his enemies just like the Great Mongol army once did.
No more! A worthy people still carrying the banner of his legacy ride across these lands! While we now bow before a new God, the blood of Genghis Khan still flows through our veins. We are the Golden Horde and we are coming for what is rightfully ours!

Potential requirements

Flag of Golden Horde Golden Horde does not exist.

The country:

If the country is AI-controlled, then it:

  • can not be a custom nation.
  • can not be a former colonial nation.
  • must own at least 20 cities.

The country:

  • is not a subject nation other than a tributary state.
  • is not at war.
  • has at least 30 cities.
  • owns its core provinces:
    • Crimea (284), Tambov (302), Astrakhan (464), Nogai (465), Sarai (466), Kypshak (476), Tyumen (1075), Kazan (1082), Kasimov (1778) and Mansur (2411).
  • or its non-tributary subjects own:
    • Tver (294), Moskva (295), Ryazan (301), Vladimir (307), Yaroslavl (308) and Suzdal (1956).


The country:

If Flag of Golden Horde Golden Horde:

Own core (orange), own or subject own (red), permanent claims after formation (yellow)


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

Kazan is in a great position to expand in multiple directions; creating "snakes" or land connections to many countries in different theatres (keeping aggressive expansion low).

Having its capital located in the subcontinent of Eastern Europe anything East of it can be trade companies. As can be seen in the economy section of Steppe Nomads, hordes have a very poor economic base, having to rely on demanding gold from their enemies and trying to set up a powerful network of trade centers within trade companies as soon as possible.

As a Steppe Nomad it starts with a technology penalty as it does not have Feudalism embraced. Accordingly, the best starting target is to take as many key provinces from Muscovy including Moscow as possible, to be able to embrace Feudalism. Do this before upgrading your technology levels and wasting mana points.

Ally Uzbek and possibly Crimea only. If Crimea allies the Ottomans, you might want to restart. If Crimea becomes an Ottoman March, it is better to restart. If you don't get at least a one siege pip general or a good one from your ruler, heir, or tribe Estate interaction, it may be best to restart.

When Muscovy declares war on Novgorod, you declare on them and go occupy Moscow first, then the fort next to Moscow. Kazan has a good fort and will resist for a long time. Build to force limit. Kill small stacks of less than 20 regiments on the plains. You will want to stackwipe most of them. Don't forget to focus on military technology and get a morale or discipline advisor. Don't worry about debts; you have a gold mine and will need many loans. Then siege the fort of Nizhny Novgorod. If they siege Moscow, go and unsiege them. After Nizhny Novgorod falls and you kill around 60k Muscovites, you can demand 100% warscore. Get Nizhny Novgorod, Moscow and the other fort next to Moscow. Don't get money, only provinces. Embrace Feudalism, upgrade your military tech. Keep only the fort in Moscow and Nizhny. At this time, release Nizhny and give them some territories, not the territories next to other countries for the horde CB. Declare on Tver, Odoyev or Ryazan (whichever is easy) with horde CB. After you get and raze those, Muscovy will white peace Novgorod or demand money.

Declare war on Novgorod and get 100% warscore provinces, mostly forts and trade centres. Give everything to Nizhny, apart from Neva and the other province bordering Livonian Order. Declare on Great Horde (Uzbek will have rebels and won't join). Take 100%. Break the alliance with Crimea. Declare on Nogai, with or without Uzbek. Get 100% and a border with Transoxiana. Get some Caucasian and Transoxianian lands. Second war with Muscovy get 100%. Second with Novgorod get 100%. Conquer all of Crimea, Great Horde and Nogai. Break the alliance with Uzbek. Get some more Persia to India. Get some good allies. You can become tributary of Ming if you want (attack Chagatai or Oirat, try to do that without involving Ming, or attack a small Ming tributary and then Chagatai to not call him in). Get India with allies and tributaries to limit the aggressive expansion. Expand, expand, expand Develop your gold mine to 16 production and try to embrace Renaissance there. You can get 12+ ducats per month, just from the gold mine.

Early game strategy points of interest[edit]

  • Fight major battles on your steppe land with a cavalry heavy army.
  • Conserve manpower by splitting your armies (when safe to do so) to avoid attrition.
  • Save diplomatic points until you unlock your first idea. Then spend them all upgrading it.
  • Raze every province, even if you plan to grant it to your vassal.
  • Ally Poland as soon as you can, then attack Muscovy.


Tatarstan icon
As Kazan or Nogai, own all Tatar culture group lands.
Gold Rush icon
Reform the Golden Horde before 1500.
Turning the Tide icon
Start as a Steppe Horde in 1444 and embrace all institutions.
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