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
Reform Great Yuan
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
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!
Yuan does not exist.
If the country is AI-controlled, then:
If Mandate of Heaven DLC is active:
If Beijing (1816):
Xilin Gol (723):
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.
Re-form the Ilkhanate
If the country is AI-controlled, then it can not be a custom nation.
Ilkhanate does not exist.
If Ilkhanate does not have custom ideas:
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
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 a heir. They have two merchants, one in Beijing with questionable success and a free one. Even if the Girin node is relativly poor, it is advised to send the free merchant there. Furthermore three diplomats are aviable.
|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.
|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:
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 shouldnt 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.