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Kingdom rankOirat
Primary culture
Oirat (Altaic)

Capital province
Kobdo (718)

Steppe Nomads Government steppe horde.png

State religion

Technology group
NomadicNomadic technology group
Oirat ideas
Traditions.png Traditions:
+20% Cavalry combat ability
−20% Core-creation cost

Cavalry cost.png Fearsome Warriors of Tumu

−10% Cavalry cost
+1 Land leader maneuver

Land attrition.png The Life of a Steppe Warrior

−20% Land attrition

Yearly legitimacy.png The Four Oirats

+1 Yearly legitimacy
+1 Yearly horde unity

Technology cost.png Todo Besheg Script

−5% Technology cost

Aggressive expansion impact.png Legacy of the Great Khan

−15% Aggressive expansion impact

Manpower recovery speed.png Defiance of the Dzungars

+15% Manpower recovery speed
+5% Discipline

National manpower modifier.png The Glory of Conquest

+25% National manpower modifier

Idea bonus.png Ambition:

+1 Land leader shock

Oirat is a Steppe Horde in the Tartary region of East Asia. They follow the Tengri faith.

Oirat in 1444 begins with Flag of Mongolia Mongolia as a vassal in the east. In the west, they are neighbored by the Flag of Uzbek Uzbek horde. To the south, they are bordered by the Flag of Chagatai Chagatai, as well as Flag of Kara Del Kara Del and Flag of Ming Ming . Some Oirat and Mongol cores are held by Ming, who will inevitably demand that Oirat become their tributary and if refused, will go to war.

Missions[edit | edit source]

Main article: Mongol missions

Events[edit | edit source]

Main article: Oirat events

The events for Oirats focus on the Tumu Crisis and the Dzungars

Decisions[edit | edit source]


Execute decision.pngReform 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

Flag of Yuan 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.png Mandate of Heaven DLC is active and there is an Emperor of China:

else if Common Sense.png Common Sense DLC is active:

  • the country must be an Empire rank empire.


  • the country must have 1000 development


If Beijing (1816):


  • Beijing (1816) leaves the HRE.
  • the emperor of the HRE:
    • loses Imperial authority.png1 imperial authority.
    • gets the opinion modifier “Removed provinces from the Empire” towards the country, worth Opinion.png−50 opinion with a yearly decay of 1.

Beijing (1816):

  • becomes the capital of the country.
  • gains Base tax.png1 base tax, Production.png1 production, and Manpower.png1 manpower.
  • is renamed to Khanbaliq.
  • has its capital renamed to Khanbaliq.

The country:

If Flag of Yuan 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.

Execute decision.pngRestore the Mongol Empire

The empire of Genghis Khan has fallen, broken into many parts. We must restore his legacy by replicating the Great Khan's conquests. We will reconquer the Mongol Empire!

Potential requirements

The country:


The country:

  • is not a subject nation other than a tributary state.
  • is at peace;
  • owns directly Beijing (1816), Nanjing (1821) and Canton (667);
  • owns directly all colonized provinces in the following regions: Mongolia, Central Asia, Pontic Steppe;
  • owns directly or through a non-tributary subject the following regions: Khorasan, Persia;
  • owns directly or through a non-tributary subject: Moskva (295) and Kiev (280).

AI will always enact this decision.


Qaraqorum (2190):

  • becomes the capital of the country.

The country:

  • becomes Flag of Mongol Empire Mongol Empire.
  • gets Empire rank empire rank.
  • changes government type to tribal
  • adds government reform Great Mongol State
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    • Autonomy.png−0.05 monthly autonomy change,
    • National unrest.png+1 national unrest.

Empire of China:

Own core (red), own or non-tributary subject own (blue), permanent claims after formation (yellow)

Strategy[edit | edit source]

Strategy The below is one of many player suggested strategies for Oirat. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

Beginning[edit | edit source]

Oirat starts with very strong nomadic troops and a strong general, and can trigger the Tumu Crisis by capturing the Ming Emperor. There is only a limited window of time to do this however. For this reason, most players prefer to declare on Ming early, or get Ming to declare on them. Oirat starts out with very limited avenues of expansion, Uzbek and Chagatai will rival each other around 50% of the time, and one or both will always rival you to prevent you from making gains there. The two small Oirat culture states to the south are Ming's tributaries, and to the east is your vassal, Mongolia, who starts out disloyal.

Fighting Ming early[edit | edit source]

Ally the two Oirat states to the south (or Korchin + one of the small states), and accept Ming's tributary offer, but keep refusing to send tribute till Ming attacks you. This should not take long, Ming usually only askes for tribute two or three times before breaking the tributary and attacking you. Since Ming is the aggressor, all your allies will defend you. Start improving relations with Mongolia from the start as well.

Use your tribes estate to raise a host, and build one more cavalry. Due to low supply limits, try to put all your cavalry and as much infantry as you can fit into one stack, and the left over infantry into a secondary stack. Have the secondary stack allow allies to attach and try to position both so that they can both assist each other. Your goal is to capture the Ming Emperor, ideally in the first battle to trigger the event which will give you a +20% morale bonus. This method is very RNG as the emperor may hang in the rear, and it is possible that Ming will dogpile all their stacks into you while you are fighting the emperor's stack. Even though Nomadic units are very strong in the early game, you will still lose and run out of manpower before Ming does.

Do not try to siege Beijing immediately as Ming will simply dogpile all their stacks onto you and you will run out of manpower. You want to lure their stacks into your territory so you can single out the emperor stack first.

After capturing the emperor, there are two options. You can either rack up war score by taking out enemy stacks and peace out with as much money and war reparations as you can afford, or try to go for Beijing. Beijing has a level 3 capital fort so will take a long time to siege, and there is the possibility that Ming will dogpile you during the siege, and you will run out of manpower.

If you take Beijing[edit | edit source]

If you can take Beijing, an event will fire that gives you instant occupation of most of Northern China. In the peace deal, take as much money, reparations, Beijing and provinces in full states as possible. Make sure to take the provinces with mountain forts.

Raze all Ming provinces that you took for power, your war exhaustion might be very high at this point so you may want to lower it first before coring the provinces. Embrace Feudalism and spend time regaining manpower and putting down rebellions. Your provinces will not be very profitable at this point. If you have decent trade power on the Beijing node, you can move your trade capital there and steer to it.

Ming will probably go bankrupt and explode with rebellions as their mandate has dropped to 0. After you have stabilised, you can easily raid these small Chinese states for money and reparations which you will need to keep your economy going. Chinese units only start matching Nomadic units from tech level 5, but you still have better cavalry and cavalry ratios and a larger army. Whoever takes the mandate will quickly lose it as they do not control Beijing and other key states, which will make them easy targets as well.

You will need to either adopt Confucianism as your syncretic faith or select the Yellow Shamanism decision to avoid religious intolerance issues. There are simply too many high-development provinces to reliably convert using missionaries. The Humanist idea set will be very useful to prevent rebels and if combined with Yellow Shamanism can grant you a +1 tolerance of heathens, this would completely mitigate all downsides to heathen faith provinces other than culture conversions. Even so, it is still recommended to avoid taking too many provinces. Try to stay within 15 states and do not rush to annex Mongolia. If you have low value 1 or 2 province states, you can unstate them to make room. Your goal at this point is to keep raiding everyone around you, you should have the biggest and best army and will win all wars easily unless you try to fight too many countries at once. You don’t need 100% war score, aim for max money, reparations and humiliate rivals for power projection. Since you are not taking provinces in these wars, you can start war after war just to get money instead of dealing with rebellions. At admin tech 5, you get your first state limit increase and may be able to annex Mongolia and look into annexing Korchin so that you can complete the Unite the Mongols mission.

If you do not take Beijing[edit | edit source]

Historically, Oirat failed to take Beijing and was forced to retreat and the game's missions assume you will unite the Mongols before taking Beijing. This might be a better plan as it will have less cultural/religious penalties, and the Chinese provinces will take a long time to become profitable, except for one major flaw : it is extremely difficult for feudalism to spread to you if you do not take Ming's provinces, as the normal spread rate requires a "friendly province", and being Ming's tributary does not count as "friendly". However, it is possible to ally an Indian state and have them share feudalism with you, but getting the AI to do this can be difficult.

Another problem with this strategy is that Ming's units will start matching yours at mil tech 5, they will have 1000+ development and can easily make you run out of manpower unless you can make them lose their mandate quickly or trigger rebellions to break their empire apart.

Achievements[edit | edit source]

Back in Control icon
Form Yuan and be the only nation holding land in China.
I'll graze my horse here.. And here... icon
As a Horde, own over 200 provinces producing grain.
Pyramid of Skulls icon
As a Steppe Horde, raze a province with at least 30 development.
Turning the Tide icon
Start as a Steppe Horde in 1444 and embrace all institutions.
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