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Kingdom rankKorchin
Primary culture
Chahar (Altaic)

Capital province
Boduna (2109)

Steppe NomadsGovernment steppe horde.png

State religion

Technology group
NomadicNomadic technology group
Horde ideas

For Government steppe horde.png steppe nomads.

Traditions.png Traditions:

−10% Aggressive expansion impact
−5 Years of separatism

Land attrition.png Life of the Steppe Warrior

−20% Land attrition

Cavalry combat ability.png Traditions of the Great Khan

+20% Cavalry combat ability

Land maintenance modifier.png Horse Supplies

−5% Land maintenance modifier

Land leader shock.png Steppe Leaders

+1 Land leader shock

Core-creation cost.png Tradition of Conquest

−25% Core-creation cost

Manpower recovery speed.png Logistics of the Khan

+20% Manpower recovery speed

National manpower modifier.png Glory of Conquest

+25% National manpower modifier

Idea bonus.png Ambition:

−10% Stability cost modifier

Korchin is a medium-sized Steppe Horde in northern Asia bordering Flag of Buryatia Buryatia and Flag of Yeren Yeren to the north, Flag of Haixi Haixi to the east, southwards Flag of Ming Ming and westwards Flag of Mongolia Mongolia. It is also capable of forming Flag of Yuan Yuan.




 Reform Great Yuan

The heirs of Kublai Khan once ruled over all Chinese and Mongol lands. Let us rise to reclaim the legacy of the old Yuan and crush the weaker lineages that have attempted to claim the Empire that is our birthright!
Potential requirements

  Yuan does not exist.
The country:

If the country is AI-controlled, then:

  • it can not be a custom nation.
  • it can not be a former colonial nation.
  • it must own at least 8 cities.

The country:

  • is not at war.
  • is not a subject nation other than a tributary state.
  • has a stability of at least 2.
  • owns its core provinces Xilin Gol (723), Beijing (1816), Qaraqorum (2190), and Xuanhua (2136).
  • owns or has a non-tributary subject own all provinces of Mongol, Korchin, Khalkha, and Oirat culture.

If   Mandate of Heaven DLC is active and there is an Emperor of China:

else if   Common Sense DLC is active:

  • the country must be an   empire.


  • the country must have 1000 development


If Beijing (1816):


  • Beijing (1816) leaves the HRE.
  • the emperor of the HRE:
    • loses  1 imperial authority.
    • gets the opinion modifier “Removed provinces from the Empire” towards the country, worth  −50 opinion with a yearly decay of 1.

Beijing (1816):

  • becomes the capital of the country.
  • gains  1 base tax,  1 production, and  1 manpower.
  • is renamed to Khanbaliq.
  • has its capital renamed to Khanbaliq.

The country:

If   Yuan:

Xilin Gol (723):

  • is renamed to Xanadu.
  • has its capital renamed to Xanadu.

Xuanhua (2136):

  • is renamed to Zhongdu.
  • has its capital renamed to Zhongdu.

 Re-form the Ilkhanate

The Ilkhanate, successors to the Mongol Empire in Persia, once ruled over a great empire. It is time to restore this legacy and rule Persia as a new dynasty of Ilkhans.

Potential requirements

The country:

If the country is AI-controlled, then it can not be a custom nation.


  Ilkhanate does not exist.
The country:


The country:

  • becomes   Ilkhanate.
  • gains  25 prestige.
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    •  −0.05 monthly autonomy change,
    •  +1 national unrest.

If   Ilkhanate does not have custom ideas:


Korchin starts 1444 into a difficult situation threatened and mostly   rivaled by the Jurchen tribes   Haixi and   Yeren and oftentimes   Buryatia. Either   Jianzhou or   Korea rivals Korchin on top of the other tribes, so that Korchin for the most part starts with four rivals in 1444.

  Ming always starts   domineering towards Korchin and it is highly recommended to submit to Ming due to their unmatchable military power in 1444.

  Mongolia often start with a   friendly attitude towards Korchin, but because they are a vassal under   Oirat it is not worth to increase relations, neither is it advised to ally with Oirat, because they often go to war with Ming very early.

Korchin has an army in Boduna, consisting of 8 Infantry and 2 Cavalry units. Their leader is Khan Unebolad Khorchin without an heir. They have two merchants, one in Beijing with questionable success and a free one. Even if the Girin node is relatively poor, it is advised to send the free merchant there. Furthermore, three diplomats are aviable.

Korchin is a   Tengri nation with   Vajrayana as syncretic faith in 1444. Korchin is evenly split between the Tengri religion in the northern provinces and the Vajrayana religion among the south. So, there is no need to change the syncretic faith during the early game.

Early GameEdit

Due to their precious situation in 1444, it is recommended to ally with the remaining nation, that do not rival the player. Either   Jianzhou or   Korea. Whereby Jianzhou would be the better choice with their   friendly attitude towards Korchin, in case they share the same rivals and not rival each other. Korea is harder to ally, they start out   neutral and with a –20 relation modifier due to the missing   Confucian faith.

It is not recommended to ally   Oirat. Commonly Oirat does not subjugate to Ming and they often get wrecked early by   Ming,   Chagatai,   Yarkand and   Uzbek for it. This could be used as an opportunity to catch Oirat off guard and cut deeply into Mongolian lands.

Korchin provides a pretty opportunistic play style for the player. It is a Steppe Horde and so it has the specific Casus belli against all its neighbours and it allows to use any given moment to attack.

The next possible steps depend on the behaviour of Haixi and Jianzhou. If they had refused Ming's   Tributary request, it is also very likely that they are getting attacked by   Ming soon. This provides also a possibility to draw your own benefits from Ming's military power in the early game. If Haixi has accepted Ming's Tributary request, than the player could try to vassalize Haixi with the help of Jianzhou or Korea. Jianzhou will likely rival the player as soon as an independent Haixi has gone.

The player now has multiple choices to expand Korchin even further:

Going North/EastEdit

  Buryatia is an excellent target for expansion. Korchin naturally lacks the economy to support a large army and conquered territory in   Mongolia or   Haixi are mostly poor and first have to be fully integrated to provide any useful help. Buryatia produces   Gold in its Capital (Bargusin) and this money could be vital for the player to overcome money shortages. The player should also consider watching on   Yeren and   Korea. Korea often allies with   Jianzhou or Yeren, in some cases   Ashikaga gets also involved, but they struggle in Japan enough, so that the player shouldn’t worry to much about them. Yeren and Jianzhou both have a coastline, that could be useful for the player if   Colonization is intended. Second benefit from a coastline is the possibility to ensure the Beijing node with Light ships and therefore extra money. A   Colonist can be obtained with either the Exploration Ideas or the Expansion Ideas, but the player should keep an eye on their expenditure due to the high costs for a   Colonist and the harsh conditions in Sibiria while Colonizing the north. Later it will also bring up   Muscovy or   Russia against you. As soon as either Yeren or Jianzhou has gone, it is advised to leave Korea at peace, they are stronger than they look like.

If the player manage to conquer all of Manchuria, it is also possible to form   Manchu, but a Culture shift is needed and reforming   Yuan would be no longer possible.

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