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The
Tatar missions are two small branches giving bonuses for expansion into Russia and Ruthenia.[1]
The following countries have access to the tree:
Clicking on a mission icon leads to the appropriate table row.
Mission
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Completion requirements
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Effects
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Prerequisites
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Subjugate Ryazan The Principality of Ryazan no longer see the heirs of Genghis Khan as their overlords. They must be reminded not only through fire and sword but through the rapid expansion of our nation.
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Own at least 25 provinces
The province of Ryazan is owned by the country or its non-tributary subjects
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Country gets permanent claims on the following areas:
- Ryazan
- Moscow
- Suzdal
- Tver
- Yarloslavl
- Vladimir
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The Tatar Yoke Foolishly, the Russian Princes believe we are a relic of the past and have long since stopped paying us tribute. We will lay waste to their cities, take their wives, and burn their fields to remind them who rules the Steppe.
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All provinces in the following areas are owned by the country or its non-tributary subjects:
- Ryazan
- Moscow
- Suzdal
- Tver
- Yarloslavl
- Vladimir
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The country:
- Gains
100 Administrative power
- Gains
100 Military power
- Gains
25 Prestige
- Gains
25 Horde Unity
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Subjugate Ryazan
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Mission
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Completion requirements
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Effects
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Prerequisites
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Crimean Expansion The lands of the Crimea are divided between several nations, but they rightfully belong to the heirs of Genghis Khan.
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The country:
- Is not a subject nation
- Owns at least 25 provinces
All provinces in the following areas are owned by the country or its non-tributary subjects:
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Country gets permanent claims on the following areas:
- Zaporizhia
- Yedisan
- Sloboda Ukraine
- West Dniepr
- East Dniepr
- Podolia Volhynia
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Ruin Ruthenia Once the armies of Genghis Khan lay waste to Ruthenia. Kiev was sacked and burned, a great power reduced to ash overnight. It is time for the Tatars to return to the fertile lands of the Dnieper.
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All provinces in the following areas are owned by the country or its non-tributary subjects:
- Zaporizhia
- Yedisan
- Sloboda Ukraine
- West Dniepr
- East Dniepr
- Podolia Volhynia
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The country:
- Gains
100 Administrative power
- Gains
100 Military power
- Gains
25 Prestige
- Gains
25 Horde Unity
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Crimean Expansion
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Mission
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Completion requirements
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Effects
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Prerequisites
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Unite the Tatars The Tatar people have been disunited ever since the collapse of the Golden Horde. If Tatar power is ever to be restored, we must unite all of the Khans under our rule.
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The country:
- Has at least
90 horde unity or equivalent
- Owns at least 25 provinces
- Owns core provinces:
- Saratov
- Sarai
- Astrakhan
- Kazan
- Nogay
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Country gets permanent claims on the following region:
Country gets permanent claims on the following areas:
- Nogai
- Kazakhstan
- Syr Darya
- Kyzylkum
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Subjugate the Kazakhs We must push ever further into the steppe. The Kazakhs must be made to join our Horde as we march eastward.
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All provinces in the following areas are owned by the country or its non-tributary subjects:
- Nogai
- Kazakhstan
- Syr Darya
- Kyzylkum
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Country gets permanent claims on the following areas:
- Transoxiana
- Khiva
- Transcaspia
- Merv
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Unite the Tatars
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Cross the Caucasus The Caucasus Mountains have created natural borders for many great empires, but we will accept no limitations to our expansion. We shall subjugate the mountain-dwellers and make our way to the rich lands beyond.
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All provinces in the following region are owned by the country or its non-tributary subjects:
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Country gets permanent claims on the following areas:
- Tabriz
- Azerbaijan
- Shahrizor
- Luristan
- Tabarestan
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Unite the Tatars
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Claim Samarkand The ancient city of Samarkand is the crossroad of Central Asia. As both a major center of commerce and a focal point for political legitimacy in the region, we must claim it for ourselves.
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All provinces in the following areas are owned by the country or its non-tributary subjects:
- Transoxiana
- Khiva
- Transcaspia
- Merv
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Country gets permanent claims on the following region:
Country gets permanent claims on the following areas:
- Mashhad
- Herat
- Birjand
- Isfahan
- Iraq-e-Ajam
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Subjugate the Kazakhs
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Restore the Ilkhanate The time has come to conquer Persia, as our great ancestor did long ago. But who shall rule it when the battle is won?
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All provinces in the following areas are owned by the country or its non-tributary subjects:
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If Ilkhanate does not exist, then:
Otherwise, province Soltanieh (4338):
- Gains
2 base tax.
- Gains
2 base manpower.
- Gains
2 base production.
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Cross the Caucasus
Claim Samarkand
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Secure the Silk Road The riches of the Silk Road flow through trade routes that now largely fall within our borders. We must ensure that these routes remain prosperous.
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The country is the strongest Trade Power in the following trade nodes:
If DLC 'Dharma' is active:
- Owns at least 1 province with a
Center of Trade of level 3 in one of the following regions:
- Persia
- Central Asia
- Khorasan
- Owns at least 6 provinces with a
Center of Trade of level 2 in any of the following regions:
- Persia
- Central Asia
- Khorasan
Else,
- Owns at least 8 provinces with a Marketplace, Trade Depot, or Stock Exchange in any of the following regions:
- Persia
- Central Asia
- Khorasan
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The country:
- Gains
ducats equal to 1 year of income
- Gets "Secured the Silk Road" for
20 years, giving:
+15% Trade efficiency
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Restore the Ilkhanate
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Dominate Central Asia No Khan must be left in Central Asia to challenge our rule. Our dominance over the region must be absolute.
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All provinces in the following region are owned by the country or its non-tributary subjects:
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Country gets "Integrating the Steppe Peoples" until the end of the game, giving:
+1 Max promoted cultures
Country gets permanent claims on the following region:
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Claim Samarkand
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Khan of Khans At least, Mongolia itself is within our reach. We must lead our armies into Karakorum and proclaim that the Mongol Empire has been restored!
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The country:
- Owns core province Qaraqorum (4678)
- Owns all colonized provinces in the following region:
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The country:
Province Qaraqorum (4678):
- Gains
2 base tax
- Gains
2 base production
- Gains
2 base manpower
- Changes
culture to the culture of this country
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Dominate Central Asia
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Invade China China is the final obstacle to our great restoration of the Great Khan's empire. Temujin himself would look upon our empire with pride as the Heavenly Kingdom crumbles before us.
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All provinces in the following region are owned by the country or its non-tributary subjects:
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If the country is a steppe horde:
- Gains
20 horde unity
Else,
- Gains
25 prestige
Country gets "The Fall of China" for 20 years, giving:
+10% administrative efficiency
Country gets permanent claims on the following regions:
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Khan of Khans
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Mission
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Completion requirements
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Effects
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Prerequisites
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Trustworthy Allies No country can stand alone in this world. We must build lasting relationships with other countries if we are to be able to grow and prosper long term.
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Country has at least two allies with at least 150 opinion.
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Country gets “Influential Diplomats” for 25 years, giving the following effect:
+1 diplomatic reputation
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Acquire Subjects What good is power if no one recognizes it? We must acquire subject states that pay us the kind of respect one would expect from a country like [Root.GetName].
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Country has at least two non-tributary subjects
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Country gets “Obedient Subjects” for 25 years, giving the following effect:
−15% diplomatic annexation cost
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Trustworthy Allies
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Create a Grand Fleet In order to be able to project power overseas a high seas navy is a must. Warships may be expensive but it is an investment that is well worth it if we can find new markets to dominate and peoples to conquer.
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Country has at least one of the following:
10 heavy ships
30 galleys
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Country gets “Naval Enthusiasm” for 25 years, giving the following effects:
+10% morale of navies
+20% national sailors modifier
+1 yearly naval tradition
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Acquire Subjects
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Dominate Trade Our merchant communities have been growing stronger and stronger for a long time now. It is time we give them the help they require to truly dominate our domestic trade. No foreign power must be allowed to influence the well being of our subjects.
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Country has at least 75% trade power in the home trade node
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A random owned province in the home trade node gets “Dominant Trade Hub” until the end of the game, giving the following effects:
−5% local development cost
+10 local trade power
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Create a Grand Fleet
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Expand Overseas As big as the world is it is still interconnected through a number of vital trade routes. In an ancient order cloth, spices, metals, bullion, Chinaware and all kind of manufactured goods are brought across deserts and oceans to those who would pay the most for them. Taking a share of this trade, through acquiring useful ports in trade regions far abroad, could make even the smallest power richer than Croesus.
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Country owns at least 3 trade companies which are not on the same continent as the capital, with each having at least 5 provinces
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Country gets “Growing East-Indian Trade” for 25 years, giving the following effects:
+15% trade efficiency
+20% global trade power
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Dominate Trade
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Mission
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Completion requirements
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Effects
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Prerequisites
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High Income We must increase state income by any means necessary. Money is a requirement for any endeavor of the state, from the daily expenses of the government to the maintenance of armies to invade our enemies.
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Country's monthly income has increased to 150% of the starting monthly income.
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Country gets “Growing Economy” for 25 years, giving the following effects:
−10% construction cost
−25% construction time
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Build Buildings Let us never sit idle, even in peaceful times. Instead we must use our resources with industry, in order to make sure that we have funds available in time if misfortune should strike upon us.
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- Country has at least 5 owned provinces with:
- Has one of the following buildings:
Temple or Cathedral
- Country has at least 5 owned provinces with:
- Has one of the following buildings:
Workshop or Counting House
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Country gains 50 administrative power
Country gets “Building Spree” for 25 years, giving the following effect:
+10 tax income (This is yearly, not per month)
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High Income
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Build a Treasury A large treasury is an imperative buffer for all things that could befall us through. If this is seen as miserly, it is because some do not realize that this vice is the very essence of what it means to reign.
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Country has at least 2000 ducats
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Country gets “Strong Treasury Department” for 25 years, giving the following effects:
+0.10 yearly inflation reduction
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Build Buildings
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Build Manufactories Great advances are being made in the field of production, both technological and organizational. Let us invest greatly in new manufactories, a great industrious revolution might soon be upon us.
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Country has at least 20 manufactories
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Country gains 1.5 years of income
Country gets “Proto-Industrialization” for 25 years, giving the following effect:
+10% production efficiency
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Build a Treasury
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Imperial Conquest Securing wealth must always be the foremost priority of our state. Let us make use of the expensive armies and fleets that our economic prosperity has bought us to acquire even more resources and subjects for an aspiring empire.
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Country has at least 1000 total development
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Country gains 30 prestige
Country gets “Imperial Ambition” for 25 years, giving the following effect:
−5 years of separatism
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Build Manufactories
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- ↑ The script code is located in /Europa Universalis IV/missions/Tatar_Missions.txt.