- +25% National manpower modifier
- −5 Years of separatism
- +20% Cavalry combat ability
- −15% Aggressive expansion impact
- −20% Land attrition
- −25% Core-creation cost
- −25% Envoy travel time
- −15% Reinforce cost
- +1 Land leader maneuver
- +10% Movement speed
- +1 Land leader shock
- −5% Land maintenance modifier
Today the Mongol Khan cannot even claim to rule the steppe, or even to rule independently. Most of Mongolia has fallen under the sway of a new Mongol power: the Oirat Confederation led by Esen Taishi. Esen has great ambitions; refusing to pay tribute to the Ming, he is willing to fight their vast armies in a bid for dominance. If Esen were not such a brilliant military commander the Western Mongols would be unlikely to accept such brash posturing.
Khan Unebolad of the Korchin Mongols has carved out a respectable domain in Eastern Mongolia. He too has grand ambitions to reunite the Mongols, though his armies and abilities are more of a match for the divided Jurchens to the east than the consolidated forces of the Oirats.
The Chagatai Khanate is the most stable of the Mongol successor states, though this does not hold it to a high standard. The Chagatayids retain control over the land north of the Tian Shan mountains, as well as over the Yarkand Emirate of the Tarim Basin.
Many among the Mongols have adopted the Vajrayana faith, the Tibetan sect of Buddhism. For the last several centuries this faith has coexisted peacefully with traditional Mongol belief inTengri, and the faith was even favored for a time under the Yuan. The Mongols must consider carefully their relations with Tibet and decide on how to deal with the matter of religion.
Every Khan dreams of bringing unity to the Mongols and restoring Genghis Khan’s (Chinggis Khaan's) great Mongol Empire. Thus far all who have tried have had only short-lived success. But there is still time for a new Khan to rise to the challenge...?
Mongolia is a Steppe Horde in the Tartary region of East Asia, who are ruled by the Borjigins, the direct descendants of Genghis Khan (Chinggis Khaan). They follow the Tengri faith, with Vajrayana syncretised.
Mongolia starts under the vassalage of the Oirat Khanate which lays in the west. To the east, they are bordered by Solon and Korchin, and in the south by Ming, the latter two both holding several core provinces of Mongolia.
- Main article: Mongol missions
The year is before 1510.
|Mean time to happen
We need her as a general!
Rule us, please!
Get a new female ruler Mandukhai Khatun of Borjigin dynasty with:
If the country uses ‘Statists vs Monarchists’ mechanics:
Reform Great Yuan
Yuan does not exist.
If the country is AI-controlled, then:
else if Common Sense DLC is active:
If Beijing (1816):
Xilin Gol (723):
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.
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:
Mongolia starts as a vassal of Oirat. The player should consider declaring independence war with the help of Oirat rival, which usually includes Uzbek and Chagatai and save up administrative point for increasing stability. Beware that Ming will usually declare war on Oirat within the first few years and this will drag you to war against Ming. Thus, it is advisable that the player should declare war of independence prior to Ming attacking Oirat. If either Uzbek or Chagatai joined the indepdence war, or if Ming declared on Oirat, the war would not be difficult. Remember to take Qaraqorum in the peace deal as this will allow the player to finish the first mission in the mission tree ( Mandate of Heaven DLC required). Use horde estate interaction for additional manpower and cavalry if needed.
Killing the Giant
After finishing the first mission, the player should accept the tributary request from Ming as this is vital to the expansion in the area. Since Feudalism has not been embraced, it is suggested to set monarch point focus to military as keeping on par in military tech is essential for expansion. Opening moves involve opportunistic expansions into the neighbouring lands of Central Asia, Manchuria or Korea, preferably as fast as possible and aim for getting 300 development. Prioritise annexing Haixi and Jianzhou as they are the only nations started with Feudalism institution in the region. Annexing them will allow the player to embrace feudalism without developing provinces. Note that Japan may invade the Korean coastline if Korea and Ming have been severely weakened by the player.
When Mongolia reaches 300 total development (including subject's development), while Ming passes a celestial reform (with Mandate of Heaven DLC), the player could cancel his tributary status with Ming and seek to enter a war against them. This is because Ming with low Mandate suffers from damage receive penalty and will be vulnerable to attack. Also, non-tributary steppe horde reaching 300 development will also trigger Unguarded Nomadic Frontier in Ming as long as the country is not into a truce with Ming. Fighting with high cavalry:infantry ratio (75%-100% depending on whether a syncretic religion has been chosen for Tengri) on flat terrain is advisable as steppe horde in general. It is possible that Unguarded Nomadic Frontier disaster or Li Zechang's Rebellion may occur after a prolonged war, which will also severely weaken Ming.
Possible expansion directions and achievements
The expansion directions after Ming's collapse are numerous and there are many achievements that are associated with Mongolia. One general tip as horde is to constantly attack neighbouring countries using the Tribal Conquest casus belli and take lands to neighbour more countries for further expansion or establishing tributaries. Looting provinces during war, asking for money and war reparation in peace deal, as well as razing conquered provinces ( Cossacks DLC required) should be considered as horde economy suffers from high army maintenance due to their large cavalry army, as well as high corruption and inflation that has to be bought down due to the constant overextension. Looting and razing can also increase horde unity for better discipline and lower national unrest.
Forming Great Yuan - Seize Beijing after the first war and raze the city will complete the achievement Pyramid of Skulls. Follow the mission tree ( Mandate of Heaven DLC required) for claims in Chinese region. The player can form Yuan for their expansionistic ideas by either taking over the Mandate of Heaven or eliminating the Mandate of Heaven mechanics and reaching the Empire rank (if the player would like to play as Steppe Nomad). Mandate of Heaven mechanics can be eliminated by annexing the emperor of China without taking over Mandate of Heaven. Taking over Mandate of Heaven will allow the player to adopt the Celestial Empire government and will lose the Steppe Nomad military bonuses, notably the cavalry:infantry ratio and the Tribal Conquest casus belli, which allows taking non-claimed provinces without using diplomatic points together with reduced aggressive expansion. Since the Chinese region will be filled with many countries after Ming's collapse, try to establish tributaries with countries that you are not conquering soon as this will avoid aggressive expansion to build up on these countries. Forming Yuan and take over all of China will not only complete Back in Control achievement, but also provide an economic boost to the Steppe Horde as South China region is packed with highly developed provinces that produce luxury goods including silk, tea, and chinaware, which will boost the production and trading income of Yuan.
Expansionist playstyle and the Great Khan- By exploiting the combined advantage of being a Steppe Nomad and Yuan national ideas, it is not difficult to beat up Russia and the dominant Iranian powers to achieve The Great Khan. Also, taking 200 grains or livestock provinces, which are abundant throughout central Asia and pontic steppe region, will allow the player to get I'll graze my horse here.. And here... achievement. Conquering lands in Japanese, Indochina and Indian region is also lucrative and allow easy expansion into these regions. Beware that Japan or other large nations may declare on the player when he/she is exhausted in a large war, particularly when the player is fighting Russia. Make sure your institution is up to date using the monarch points obtained from razing to develop provinces as being technologically advanced is important in fighting large nations. Once sufficient number of merchants has been attained and Persian region is conquered, the player should also consider moving the trade capital to Persian trade node. Please check out The Great Khan guide for more details on expansionist playstyle.
Colonist Playstyle - The player may go for a colonist playstyle if the Chinese region is secured early enough in the game. It is easier to achieve if the player reform his government to celestial empire or monarchy for easier management on the cost of establishing colony and avoid the problem brought by low horde unity which requires constant expansion to keep it high. By conquering provinces in North America with Nahuatl religion, it is possible for Mongolia to choose it as syncretic faith for the Blood for the Sky God achievement.
Aristocratic - Cavalry combat ability, military tech cost reduction, leader siege pip, as well as monthly autonomy reduction are really useful ideas for Steppe Horde in general due to their aggressive playstyle and reliance on cavalry.
Humanist - Taking this will reduce the unrest in the empire and is very useful for suppressing rebels in an expansion-oriented gameplay.
Diplomatic or Influence - Apart from the diplomatic reputation that is useful for securing allies in the West, the diplomatic idea group also contains an idea that reduce provincial war score cost for more effective expansion. Influence idea will allow expansion via vassal annexation easier.
Economic or Trade - Steppe nomads suffer from a terrible economy. Economic allows debts with less interest per annum, reduction to development cost with a boost to taxation and production. Trade idea provides extra merchants and trade efficiency that allows pumping of money from the prosperous South China region to the home trade node to secure the mid-game income.
- The script code of the events can be found in /Europa Universalis IV/events/WomenInHistory.txt.