- −20% Fort maintenance
- −10% Idea cost
- +5% Fort defense
- +25% Garrison size
- +5% Discipline
- −10% Stability cost modifier
- +10% Production efficiency
- +10% Trade efficiency
- +10% National tax modifier
- +1 Land leader fire
- +30% Improve relations
With few external threats remaining, the Zhu have spent great resources to distance themselves from the former Yuan Dynasty of Kublai Khan, patronizing scholarship and reviving the Imperial Examination system that suffered under Mongol rule. Across the Gobi desert, in outer Mongolia, lies the few remnants of Kublai's realm, weak and divided.
News from the north, however, speak of a new leader who has united the Nomad hordes. Esen of the Choros clan have united the Oirats and Mongols and might yet turn his greedy eyes on the Middle Kingdom.
Ming is an extremely large country in eastern Asia. The Ming era has traditionally been held as one of the high points of China's long history. Chinese maritime trade prospered, and Zheng He's mission brought to Ming both diplomatic reputation as the Celestial Empire and valuable trade goods from India and East Africa. By the game's start in 1444, however, these merchant adventures have stopped and China has turned inward; the Ming court has begun to adopt an isolationist outlook to foreign affairs.
Strategically, Ming is in the best position in the game. Holding the entirety of the extremely populous Chinese Zhongyuan region, it has an unrivaled development and more provinces than any country in the world, with no major rivals that pose an immediate threat. However, while the Manchu and Altai hordes are fractured for the moment, given enough time, unified horde armies can pose an existential threat to Ming, as a disaster will trigger if a large bordering horde is not subdued as a tributary, or not allied with Ming. The later arrival of western powers, especially Russia, will be another threat to Ming if not dealt with immediately.
- 1 Celestial Empire
- 2 Missions
- 3 Events
- 4 Decisions
- 5 Strategy
- 6 Achievements
This section may contain outdated information that is inaccurate for the current version of the game.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 1.22.
Ming has a unique monarchy form with fixed empire rank and fixed dynasty called the Celestial Empire, reflecting the Chinese belief that a well-governed empire was evidence of divine sanction and blessing, whereas a poorly governed or tyrannical one was evidence that the Emperor could be deposed.
Without the Mandate of Heaven expansion, there is a way for Ming to reform and remove this archaic system, that is to embrace the institutions Renaissance, Colonialism, Printing Press, and at least one of the following: Global Trade, Manufactories, or Enlightenment. Upon embracing the required institutions, a decision can be made to change into a constitutional monarchy, but only with a ruler with 4 monarch points in any category. With Mandate of Heaven, the Celestial Empire represents Ming being the emperor of China in 1444, a fact that alters gameplay far beyond what is described here, and it may lose or regain this government form like other eligible nations.
The Celestial Empire provides the following:
- Main article: Factions
Three factions compete for power and influence within the Ming Empire. Each faction has unique events that can increase or decrease their influence, and the player can use 10 monarch points of the faction's type to boost its influence by 10. The faction with the greatest influence gives bonuses and maluses to the nation. This system replaces the estate system used by most countries unless the Mandate of Heaven expansion is active.
- Main article: Chinese missions
- Main article: Ming events
The events for Ming China are a mixture of religious, reformation, and political events, from "The Arrival of Jesuits" to "The Closure of China" and "Qi Jiguang's Army Reforms". They will affect the country in many diverse ways, bringing factions in and out of favor and adding extra flavor.
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.
Repair of the Great Wall
Parts of the Great Wall are in dire need of extensive repair. In its current state it doesn't offer sufficient protection for our northern provinces.
This country gets the modifier “Reparations of the Great Wall” for the rest of the campaign with the following effects:
Construct the Forbidden City
The Forbidden City will be a glorious national monument, increasing our prestige and promoting stability.
If AI, is not playing a custom nation
AI will not take this decision with less than 1.5 years' worth of income in the treasury or less than 100 administrative power.
Having strengthened our government institutions sufficiently we can break the power of our court factions and ensure the direct control of our Emperor.
Mandate of Heaven is not active.
The government type changes to a constitutional monarchy
Ming is the number one Great Power in 1444 start with unparalleled economy and size. With Ming's economically focused ideas, it will likely be drowning in ducats throughout the game. Ming's hegemony, however, is much more fragile than first appearance. The advancement of Institutions will slow down its technological advancement. Northern hordes threaten its border. Unpacified borders or unchecked expansion will reduce its Mandate, which can bring about overwhelming negative effects. Colonization will reduce the relative importance of Beijing trade node. Even when all these nuances are managed, an equal nation with multiple military bonuses in their national ideas and traditions can still bring Ming to its knees with ease as Ming's own ideas offer little military bonuses. If Ming ever falls behind technologically or economically, its military will not hold against another Great Power.
Managing Empire of China
Ming starts off being the Emperor of China, which confers various benefits when mandate is positive. There are steep penalties for negative Mandates. Since non-tributary neighbouring countries reduces mandate steeply, for every Great Power neighbour that Ming cannot make tributary of or quickly conquer, there need to be corresponding tributaries to make up the mandate loss. See strategy on being the Emperor of China.
Suitable tributaries depend on the overall strategies the player choose for Ming. Notable countries to nurture as future high development tributaries include Kilwa, Mali, Portugal through colonization and Japan through the need to conquer a Shinto province. The player should be cautious of adding tributaries that can drag players into unwanted wars. Targets of Ottoman such as Mamluks and Aq Qoyunlu are examples. Ryuku starts off as Ming tributary. Player should keep in mind that, most likely, AI Japan will eventually declare war on Ryuku despite of Ming's suzerainty. The same applies to Ainu if player adds Ainu to his or her tributary system. A naval build-up no later than tech 15 when Galleon becomes available is usually necessary to combat Japan. Given naval dominance over Japan, it is not hard to snatch provinces from Japan with some surprise landing and subsequent blockade off isolated islands of Japan even if the player does not wish to commit too many troops on Japan or building too large of a transport fleet. A navally weak Ming may have to abandon Ryuku as a tributary before Japan becomes too powerful.
One other side effect of the tributary system is piracy. Since Ming cannot declare war on its tributaries without steep penalty, being a tributary of Ming is a license to pirate Chinese trade nodes. In order to protect trade income, a combat fleet of either heavy ships or galleys is required. Hunt pirates efficiency is based on the number of guns. Galleys offer more guns per maintenance cost. China is also home to a number of in-land seas. Thus a small galleys offer great utility early game. As the game progresses, heavy ships will be required for their combat capacity.
Ming's vast manpower pool and thus recovery speed in absolute terms can be cashed in for ducats or prestige using the subject interactions of tributary. Send additional troops to decrease liberty desire after demanding extra tribute offers a limitless mean to milk Ming's tributary subjects dry. The send troops interaction requires the subject to be at war. Setting rich subjects as countries of special interest by right-clicking the country flag on the provincial interface can help tracking such opportunities. Of course, Send additional troops can also be used to manage liberty desire of large tributary subjects as with any other tributary overlord.
Maintaining Power Projection
For most part of the first half of the game, Ming is too strong to have validrivals. Occasionally, validrival targets come up. For example, when Ming's development score is reduced by not having the most up to date institution. Be sure to scornfully insult the rival promptly to gain +10 power projection as the rival may not still be a rival as soon as next month. Privateering is often required to maintain a high level of power projection for Ming.
Ming starts with Confucian with most of its China provinces under the true faith. Neo-Confucianism adds extra +2 tolerance of heretics to the existing +2 from Confucian, making heretics almost as accepted as true faith even without Humanist ideas. Thus religious unity is not an issue early to mid game when Ming's territory stays within the coverage of eastern religions.
Combining the high tolerance with the fact that unaccepted culture gives -33% to most forms of incomes, and that cultures under harmonized religions cannot be converted, it is usually not worthwhile to harmonize other eastern religions -- except Shinto, which gives a valuable +5% to infantry combat ability. In order to harmonize Shinto, a province in Japan is required. Player needs to plan ahead whether he or she wishes to remove the unaccepted culture malus on rich Japanese provinces -- thereby requiring either a) reserving 2 to 3 accepted culture slots for Japan or b) complete conquest and cultural conversion before harmonizing Shinto. These two options need to be further balanced with the need to maintain total development among tributary nations, among which Japan can be an ideal option. The player may have to settle with a compromise somewhere in between.
Harmonization vs Conversion (of heathens)
|Available only with the Mandate of Heaven DLC enabled.|
Expansion beyond China region and Buddhism requires either religious conversion or harmonization to maintain religious unity. Conversion costs harmony and the cost scales with development. This makes religious conversion highly restricted with Confucian. Harmonization also costs harmony and takes up to 34 years, with some events offering opportunities to reduce the duration, but has the effect of affecting a whole branch of religion as truth faith. Thus, exceptional circumstances aside, harmonization is usually the preferred option. Given the lengthy process, it is wise to a) accumulate the positive modifiers for harmony as much as possible, b) avoid unnecessary spending of harmony on conversion, and c) avoid wasting harmony from overflow. The latter also means the harmonization of a religion should occur reasonably early before a lot of heathen provinces are conquered.
If the player moves capital to outside of Asia, trade company can be used to skip the harmonization of Hindu. (DLC or required.)
|Available only with the Common Sense DLC enabled.|
Ming cannot obtain Renaissance through adjacency within any reasonable time frame. Forcing its adoption through provincial development is the reasonable option. And the monarch point cost is hardly an issue as the economic prowess of Ming affords the most expensive advisers with the only nuance being to save up sufficient monarch points in advance while using them from time to time to avoid wasteful overflow. The more interesting strategic question is where to develop.
One obvious choice is the capital Beijing. With Ming's existing development, there would be -50% development cost reduction in Beijing. This can be further combined with imperial decree “Expand Palace Bureaucracy” and state edict “Encourage Development”. (DLC required.) There are, however, two downsides with developing in Beijing: 1) North Jiangsu is not stated and is not usually worthwhile stating (also conflicting with later addition to trade company if stated), which leaves a gap between the rich capital area and the rich southern Yangtze delta and Pearl River delta area, hindering spread via adjacency & 2) developing Beijing now adds to the cost of moving capital later. The former is less of a problem as at the time of Renaissance, before Ming expands and statify too many territories, the presence of Renaissance around North/South Hebei and Shandong is usually sufficient for a nation-wide embracement through the use of the some ducats. The limited stated development compared to late game also limits the ducat expenditure. The latter factor on moving capital is worth more consideration. If a player later decides to move the capital, Beijing developed far enough for adopting Renaissance would usually incur a full extra 500 admin points. The player needs to consider whether the -50% development cost reduction is worthwhile in light of the extra move capital cost. This is compounded by the fact that developing Hangzhou, for example, would make spreading to neighbouring (rich) provinces easier. This not only applies to Renaissance but also later institutions.
If Common Sense is not enabled, Ming may have to move Capital to Europe or North Africa and unstate most provinces in China -- reduces permanent cores into territorial cores in the process -- in order to obtain Renaissance reasonably early. It can take a century and more before Renaissance spreads to the China region without intervention.
Adopting later institutions
Ming can reasonably compete for the origin of Colonialism. That usually requires Exploration as the first idea group. And that is a reasonable choice for Ming since Ming's initial economic prowess delays the need for a military idea group compared to other smaller nations. The adoption of Colonialism is intrinsically linked to capital move as well. Moving capital to the New World enables direct control of New World provinces. Since Colonialism does not spawn in countries whose capital is in the New World, the player should time his or her capital move in order to contend for the origin of Colonialism, which gives monarch powers, prestige, a minor local trade power boost and delays the adoption of Colonialism elsewhere. Individually, these benefits are small but combined they are worthwhile when colonization is already a part of the player's plan.
Delaying the move of capital is more than just that. It is a valid strategy to form a few colonial nations first before moving to the New World, reaping both the benefits of having colonial nations and directly owning provinces in the New World. This can go hand in hand with delaying the move of capital to contend for the origin of Colonialism. Delaying the move too far though slows the player's colonization progress because colonists take substantially longer to travel from Beijing to the Americas than the capitals of most other colonial powers.
Ming can also reasonably compete for the origin of Global Trade -- at least in single player. Usually, a sizable trade fleet to wrestle control of the Nippon trade node is required to maintain Beijing's top place in trade value among all trade nodes. This can be managed easier if Ming colonizes rapidly after Colonialism through a capital move to the Americas and subsequently steering trade to Japan. On the home front, widespread construction of manufactories is usually required. Choose provinces with decently valued trade goods. (See strategy for buildings.) If Beijing is a few ducats short, temporary Trade Embargo on England or Great Britain may reduce the trade value in English Channel just enough for the origin of Global Trade to spawn in Ming. To that end, some control in the Ivory Coast trade node is helpful. Temporary diversion of trade value towards Sevilla can reduce the trade value in English Channel by a good margin.
Enlightenment is another institution that is best planned ahead for. The spread of Enlightenment is slow for countries whose capital is outside of Europe. This is a late game institution thus the player is likely to have expanded Ming's territory to many parts of the world -- raising the minimum number of stated provinces required for the presence of Enlightenment before adoption as well as raising the ducat cost of embracement. The player should decide ahead of time whether a later move to Europe will be needed. If so, it may be best to avoid developing the capital for adopting Printing Press as well as Renaissance to avoid the costly development difference penalty from the move.
Idea Groups: Exploration or Not
Ming can reach Americans reasonably early through island hops or through Alaska while being the first to colonize Africa -- seizing Cape and gaining a free merchant as a start. Colonizing Inhambane (1183) next to Kilwa can be a start of conquest in East Africa or could be the move to gain a high development tributary. In the latter case, control of ivory can still come but likely much later through Center of Trade upgrades and late game provincial trade power modifiers. To that end, colonization of the isolated islands in the East Africa trade region is advisable.
Since colonization is a valid strategy, and Ming's military position is not usually challenged early game, Exploration is a valid first idea in Single Player. If a human player is present in the region, a military idea group is most likely required urgently since Ming does not have strong military national ideas. If Exploration is chosen, completion is also valid strategy -- despite of the limited use of the idea group late game. That is because Ming may have limited number of coastal provinces and thus fall behind in Naval Force Limit, to which the Exploration group gives +25%. The Quality-Exploration policy gives -25% land attrition. That can be another reason to complete Exploration and keep it. Complete Exploration and a capital in the New World will allow Ming to quickly dominate the Americas.
Subsequent idea groups are usually common with other nations. Ming will need multiple military idea groups and need them before major territorial conquests. The core creation cost reduction from Administrative stacks with the bonuses from being the Emperor of China well. As vassals are usually required for Ming as a measure to preserve mandate, the -25% diplomatic annexation cost reduction and +2 diplomatic reputation from Influence ideas provide great utility for Ming. Between Humanist and Religious, Humanist likely offers greater value since as the conversion ideas will mostly be wasted on Confucian due to the cost on harmony. Humanist also gives the much needed yet rare to come by modifier of +0.25 yearly harmony growth. (DLC required.) The religious idea group nevertheless offers strong military policies. Military bonuses are in short supply with Ming. Thus it's not unreasonable to choose Religious ideas late game.
Managing Trade Company
A Ming player is incentivized to move his or her capital for a number of reasons, some of which already described above. Enabling trade company in Asia is another major incentive. Trade Company when permitted in Asia can help managing relgious unity for Hindu and many Animist provinces -- players can skip harmonization of Dharmic group altogether by adding Indian provinces to trade companies (and potentially in conjunction with retaining Multan as one of the last remaining tributaries). Trade Companies will also provide merchants. In addition, through Trade Company investments, they will help maintaining Army Tradition, increasing naval force limit -- helpful if Ming doesn't own many coastal provinces, and production in the home China region if planned ahead strategically. (DLC or required.) Here, it is important to note that stated provinces cannot be added to trade companies and trade company investments are removed if a single trade company province is removed in a region where trade company is present. Stating and unstating within China will lose permanent cores. Thus, together, both stating and assignment of trade company provinces in China should be considered as permanent and there is no conversion between state provinces and trade company provinces. A player needs to plan ahead which region will belong to whom. Worthy of note are coal provinces within trade company charters.
Other strategies with trade company are common with other nations.
The potential benefits of moving capital for Ming is as follows. Note that some of them conflict with each other or require multiple moves to realize within the same run.
- Direct control of New World provinces (New World)
- Faster colonization in the New World (New World)
- Enable trade companies in Asia charters (New World, Europe)
- Faster spread for Enlightenment (Europe)
- Enable East India Trade Company decision, East Indian Trade Route and related Parliament issue (Europe)
Note that colonization in the spice islands will become slow after moving the capital to America or Europe. Thus if such a move is anticipated, early colonization of most high development islands is advisable.
Beware that moving capital moves trade capital to the same destination concurrently. This is usually not a problem. Advance planning will avoid sudden inconvenient income drop. Also moving capital to Europe exposes Ming to some of the mechanics of Revolution such as the Counter Revolution and Reaction modifiers.