Korchin

Primary culture
Capital province
Government
State religion
Technology group
For steppe nomads.
- −10% Aggressive expansion impact
- −5 Years of separatism
- −20% Land attrition
- +20% Cavalry combat ability
- −5% Land maintenance modifier
- +1 Land leader shock
- −25% Core-creation cost
- +20% Manpower recovery speed
- +25% National manpower modifier
- −10% Stability cost modifier
Korchin is a medium-sized Steppe Horde in northern Asia bordering Yeren to the north,
Haixi to the east, southwards
Ming and westwards
Mongolia.
It is also capable of forming
Yuan.
Contents
Missions[edit]
- Main article: Mongol missions
Decisions[edit]
Reform Great Yuan
Potential requirements
If the country is AI-controlled, then:
|
Allow
The country:
If
else if else:
|
Effects
If Beijing (1816):
then
Beijing (1816):
The country:
If
Xilin Gol (723):
Xuanhua (2136):
|
Re-form the Ilkhanate
![]() |
Please help with verifying or updating this infobox. It was last verified for version 1.28. |
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. |
Allow
|
Effects
The country:
If
|
Strategy[edit]

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.
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Available only with the The Cossacks DLC enabled. |
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 Game[edit]
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Available only with the Mandate of Heaven DLC enabled. |
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/East[edit]
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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