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The Great Khan

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The Great Khan
The Great Khan.jpg
Possible if
The player’s country:
Achieved if

The player’s country and its subjects own all provinces of Russia, Ural, Pontic Steppe, South China, Xinan, North China, Persia and Khorasan.

EU4TheGreatKhanRequirements.png

To complete The Great Khan achievement the player must own or have a non-tributary subject own the Russian, Persian and China Proper regions while playing as either the Flag of Great Horde Great Horde or Flag of Mongolia Mongolia.

Horsemen of the Apocalypse[edit]

In 1444 the remnants of the Mongol Empire are fragmented and waning in power. Most hordes (except for Jianzhou and Haixi) do not begin with Feudalism and have a 10% penalty to institution spread.

Hordes also have some advantages over their neighbors that come with the steppe nomad government type.

  • National manpower modifier.png +10%/+20%/+30% National manpower modifier (depending on rank)
  • Land forcelimit.png +10%/+20%/+30% Land force limit modifier (depending on rank)
  • Looting speed.png +50% Looting speed
  • 50% cost for reinforcing armies
  • Always have Casus Belli on neighbors. See Tribal Feud and Tribal Conquest.
  • 25% Bonus shock damage on flat terrain (Steppe, Desert, Drylands, etc.). Note this becomes a -25% penalty in non flatland provinces, such as mountains and forests.
  • With The Cossacks.png The Cossacks DLC, use Horde Unity instead of Legitimacy, and may raze non-core owned provinces for monarch power and loot.

As can be seen above, these bonuses aid well towards completing the achievement, as they allow the player expand rapidly. The horde ideas also tie in very well to this achievement, especially the -25% Core Icon.png core cost which allows for an even faster expansion rate. The nomadic tech group also allows for armies with 100% cavalry ratio.

Steppe Hordes can be reformed after either Administrative, Innovative or Economic ideas have been completed. Reforming is often not necessary given the military nature of the achievement and the addition of institutions, as the reinforcement cost reduction and looting speed aid rapid expansion and the player can make a concerted effort to remain on par, or even ahead, of the western powers in terms of technology.

General strategy[edit]

Mongolia starts as a vassal of Flag of Oirat Oirat in 1444 and since it is far from Europe with lacklustre administrative capabilities will have to develop provinces if it wants to compete technologically. In comparison, the Golden Horde starts much closer to Eastern Europe and can fight Flag of Muscovy Muscovy and Flag of Lithuania Lithuania earlier before moving east. Compared with the fact that the Golden Horde starts as an independent nation, this makes them a more favourable choice than Mongolia if the player wants the easiest possible game. In terms of enjoyment both campaigns are fairly action packed, but the Golden Horde hits the ground running.

Since you will need to control all Urals and China, don't forget to colonize unoccupied areas, the three areas in north of starting position of Uzbeks and the three areas composing the island of Taïwan.

Golden Horde[edit]

For the Golden Horde, Lithuania and Muscovy are the first and greatest obstacles that the player will face, and should be dealt with early while the player still has the advantage of superior units. If Muscovy and Lithuania/Poland are allowed to grow too big they will form a very hard foe to beat.

Allying one or two of the nearby hordes will provide with enough military to not be an easy target for any of the hostile neighbouring nations. The first priority for the player is to rival and deal with Flag of Crimea Crimea and Flag of Genoa Genoa as quickly as possible. The Flag of Ottomans Ottomans will very likely seek an alliance with Crimea and also have mission to conquer Kaffa from Genoa. If handled early enough a confrontation with the Ottomans can be prevented. Crimea is small enough to fully annex in the first war if you set their highest development province as the wargoal. This is a must, because the Ottomans are the best ally possible and do not have any interest in provinces which are required for the achievement. Their immense military power easily make a match for Lithuania and Muscovy, or any other hostile nations.

Key to completion of the achievement is a fast and early expansion. The nations surrounding the Golden Horde are easy prey. Expanding eastward, into the other hordes and ultimately the Chinese region, or southward, to the Persian region also required for the achievement, are both very viable directions. At the start of the game, the alliances are not yet strong enough to fight the player. Remember the flat terrain shock bonus as this is crucial to early victories. Expansion should be a mixture of annexing lands and vassalizing nations. This will give the player enough monarch power to keep expanding. Vassals also provide more military power than annexing provinces directly, making them a more defensive option if needed.

The first wars against Muscovy and Lithuania will most likely be the hardest. The player should wait with attacking until Lithuania or Muscovy are occupied in another war. Combined with the superior early game units and the help of any allies, these nations can be dismantled early and not form a problem later on in the game.

After the first years of expansion, the player will be powerful enough to expand eastward in a rapid pace and not face any major problems along the way. Should Flag of Ming Ming have collapsed under rebels, conquering the China Proper region will not be too hard as well.

Since the addition of institutions reforming is by no means necessary, or even necessarily beneficial, though admin ideas will probably want to be taken for the additional -25% Core Icon.png core creation cost. The player can wait for the institutions to spread from Europe, or they can use the extra monarch power from razing to develop provinces in order to spawn the institution faster (the latter is probably the best option).

Mongolia[edit]

Mongolia is by far the more difficult choice to pursue this achievement, but is a potentially rewarding game. The gameplay, however, has become easier after patch 1.29 due to having a unique mission tree that grants buffs and permanent claims over Russian, Persian and Chinese region (Mandate of Heaven.png Mandate of Heaven DLC required), as well as having a better starting development compared to previous patches.

Independence war[edit]

They start TengriTengri with Vajrayana.png Vajrayana as their syncretic religion, and are subject to Flag of Oirat Oirat. Before unpausing the player should set their focus to military, preferably for the minimum time, as well as using estate interactions to replace their infantry with cavalry in order to make the most of Horde cavalry ratios. This interaction will also provide a general, but it might be worth turning you heir/ruler into a general if it did not provide at least a two shock general. Flag of Uzbek Uzbek and Flag of Chagatai Chagatai will often rival Oirat and will help in an independence war. It is not necessary to receive any support however, if these nations independently declare war on Oirat. In the starting years, Oirat will get involved in a war either by starting one themselves, getting called in by an ally, or being declared upon. The player should aim to declare a war for independence either when Oirat is in war, or when the player has at least Uzbek supporting their independence. When won, as many provinces as possible should be taken, ideally getting provinces next to as many nations as possible, as this will provide the player with multiple expansion routes. 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.png Mandate of Heaven DLC required). Alliances are not necessary, though Flag of Japan Japan is a nice option for deterrence, if they do not choose to rival you, as the player will not likely to have any conflict of interest with them until late into the game.

Early Game Strategy[edit]

After finishing the first mission, the player should accept the tributary request from Ming as this is vital to the expansion in the area. 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 Flag of Haixi Haixi and Flag of Jianzhou Jianzhou as they are the only nations started with Feudalism.png Feudalism institution in the region. Annexing them will allow the player to embrace feudalism without developing provinces.

When expanding in Central Asia, one move the player might consider is full annexing Yarkand out from underneath Chagatai (if they haven't developed very much), and then releasing them as a vassal. This avoids rebels too early into the game, and provides a nicely sized horde vassal. The player should also be aware of infighting to the east, and should expand as far as possible before Korea can become too aggressive. A mixture of vassalizing and annexing is advised to spread the cost of monarch points, though it is often not advisable to feed horde vassals. Given the capabilities of hordes, and the limited impact of AE due to the varied nature of the expansion routes, it is possible to expand very quickly.

When Flag of Mongolia Mongolia reaches 300 total development (including subject's development), while Flag of Ming Ming has an Average or Weak heir (withoutMandate of Heaven.png Mandate of Heaven DLC) or passes a celestial reform (withMandate of Heaven.png Mandate of Heaven DLC), the player could cancel their tributary status with Ming and seek to enter a war against them. The goal should be to hold up against Ming armies until Disaster.pngUnguarded Nomadic Frontier disaster is triggered in Ming. During this war, siege down Beijing, destroy Ming's manpower pool, and any weak mercenary armies they might send up to Mongolia, in order ensure the success of Ming's subsequent rebellions. If the player has full cavalry armies the weak Chinese stacks will be easily ripped apart. This will strain the player's manpower pool, but the destruction of Ming is well worth the delay. Additionally, if the player is strong enough, they can try and tie up Ming's armies during the actual rebellion, ensuring Ming's total destruction. Try to wait for the disaster to fire before going into truce with Ming, as having a truce with Ming halts the disaster progression.

If the player is allied with Flag of Japan Japan they could consider declaring war on Korea to get Japan involved, as this will limit the impact of enemy occupations in terms of war score. If the war was declared on Korea (if it is still a tributary of Ming at that time), the player can separate peace Ming out and continue the fight against the infantry armies of Korea, or simply end the war once enough damage has been done. However, with the possibility of firing the Disaster.png Unguarded Nomadic Frontier disaster, the player may not require the help of Japan.

Mid-late Game Strategy[edit]

After the conquest of Chinese region, the player should be in a strong position for conquering lands from Flag of Timurids Timurids,Flag of Russia Russia or Flag of Ottoman Ottoman in Russian or Persian region due to Flag of Mongolia Mongolia (or Flag of Yuan Yuan if formed) morale bonuses, superior calvary combat ability and a solid economic base thanks to South China provinces. Therefore, when the player reaches the borders of Flag of Russia Russia, or any other nations that owns the regions needed for the achievement, they should be powerful enough to take them head on. If this is not the case, there are still opportunities to expand around Japanese, Indian, Indochina and Persian region to strengthen Flag of Mongolia Mongolia prior to wars against large nations. Try to establish tributaries with countries that you are not conquering soon as this will avoid aggressive expansion to build up on these countries. Beware that Flag of Japan Japan or Flag of Timurids Timurids may declare on the player when he/she is exhausted in a large war, particularly when the player is fighting Flag of Russia Russia.

Keeping the Government steppe horde.png Steppe Nomad government form is useful because of their military bonuses and Tribal Conquest casus belli for fast expansion. However, the player has to be constantly at war to maintain high horde unity. Once the player has reached 1000 development to become an empire and eliminates the Mandate of Heaven mechanics (by completely annexing the Emperor of China without taking the Mandate of Heaven), the player should consider forming Flag of Yuan Yuan due to their expansion-oriented ideas. Forming Flag of Yuan Yuan this way will prevent changing the government form to celestial empire.

Possible problems and solutions[edit]

Rebels - The player may experience rebels issue due to frequent conquest. Ways to mitigate the rebel issue include taking the Yellow Shamanism decision, changing your Tengri syncretic religion, getting Humanist idea group.pngHumanist Idea in early game, picking up policies that boost up religious unity, boosting up stability using the administrative points obtained from razing, accepting cultures, hiring National Unrest advisor, keeping the horde unity high by constantly being at war and avoiding a large area of lands being occupied by enemies during war (as this will build up war exhaustion).

Institution- Apart from Feudalism.png Feudalism (that can be obtained from annexing Flag of Haixi Haixi or Flag of Jianzhou Jianzhou),Global Trade.png Global Trade, ManufactoriesManufactories and Enlightenment.pngEnlightenment, the player will need to develop the remaining Institutions.png institution in their provinces. Prioritise developing coastal farmland province that produces cloth or your capital province when developing for institution. Note that the player should be wary of spending money, as their large nation will impact their ability to tech up, and larger sum of money will be needed to adopt institutions.

Poor Horde Economy - Due to constant expansion when playing as Flag of Mongolia Mongolia, a large sum of Gold Icon.pngducats will go to army maintenance, rooting out corruption (which will skyrocket if left unchecked due to the constant overextension and having too many territories) and institution embracement. Players may end up in constant debts if they cannot manage the economy properly, leading to high inflation. The player should loot provinces during war, ask for war reparation during peace deal and always raze provinces (The Cossacks.png Cossacks DLC required) unless the provinces are highly developed that are worth making into prosperous states for the economic boosts, such as some Province trade power value.png Centres of Trade in South China or Northern India/Persia region producing goods like Silk.png silk. The overflow of diplomatic and military monarch points from razing can be used to develop cities in order to ensure the player can keep up to date on institutions, as well as to increase the production and trading income. The player may consider getting Economic idea group.png Economic Idea (to fight off inflation, increase production income and reduce development cost) or Trade idea group.pngTrade Idea (for the extra merchants to transfer money from Chinese region to home trade node as it is now impossible to move capital across continents for opening up trade companies) during mid-game. Once sufficient number of merchants has been attained, the player should also consider moving the trade capital to Persian trade node.

Very easy -
Easy A Protected Market Abu Bakr II’s Ambition Aggressive Expander At every continent Black Jack Disciples of Enlightenment Electable! Kow-Tow On the Edge of Madness One King to Rule! One Night in Paris Royal Authority Strait Talk The White Company Trade Hegemon Voting Streak
Medium Core-fu For Odin! Lessons of Hemmingstedt Neither Holy, Nor German Rekindling the Flames The Bohemians The Burgundian Conquest The Uncommonwealth Victorian Three
Hard Anglophile Back to the Piast Baltic Crusader Dar al-Islam Holy Trinity Kinslayer Lucky Lucca Prester John Terra Mariana The Sun Never Sets on the Indian Empire
Very hard A Sun God Albania or Iberia Big Blue Blob Foremost Servitor of Jagannath The Fezzan Corridors The Great Khan
Insane -