- For the area see Transoxiana.
- +10% Morale of armies
- −10% Cavalry cost
- +20% Cavalry combat ability
- +1 Yearly prestige
- +20% Spy network construction
- −15% Artillery cost
- −5% Technology cost
- +25% Domestic trade power
- +1 Yearly legitimacy
- +1 Yearly horde unity
- −10% Idea cost
Ulugh Beg rules Transoxiana from Samarkand, the great capital of his grandfather Timur, the conqueror who built an empire from Anatolia to Delhi. Our overlord and Ulugh Beg's father Shah Rukh rules his father's empire from Herat to our south, as the supreme authority over Transoxiana and all other Timurid realms.
Shah Rukh's reign is near its end, however, and the aging ruler has fallen ill during the past year. In the provinces his sons and grandsons are observing the court in Herat with great interest. Ajam under Muhammad bin Baysonqor is already independent in all but name. In Astarabad, Khorasan, his brother Babur has built a small power base for himself, no doubt with the only goal to have a base in the coming succession struggles.
Meanwhile the Uzbeks to the north are watching with interest, awaiting the day we will be weakened by the inevitable succession struggle. In the west other enemies of the Empire, such as the Qara Qoyunlu and the millenarian Mushasha, have made great inroads into what was once Timur's domain.As 1444 draws to an end the fate of the empire seems uncertain. Should Shah Rukh recover he may well rule for a number of years yet, but the tension is tangible, every son and grandson has been waiting for the moment of the emperor's death their entire lives…
Transoxiana is a country that starts as vassal of the Timurids in Central Asia. They are almost equal to the Timurids at start of game. They are one of most difficult vassals to handle for the Timurids and the player should act with caution when playing the Timurids.
Ulugh Beg's Observatory
This infobox may contain outdated information that is inaccurate for the current version of the game.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 1.24.
Our illustrious monarch, Ulugh Beg, has indicated that he desires to build a grand observatory so that Samarkand will become the center of astronomical learning for the entire world. His beliefs are summarized by the words he wishes to have carved on its walls: 'Religions rise and fall, empires crumble into dust, but the works of science are for all time'. But however noble his intentions, such projects are very costly. Should we build the observatory?
The year is before 1465 and the country:
This event happens only once.
|Mean time to happen
We have neither the time nor the money for such foolishness!
Form Mughal Empire
This infobox 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 1.27.
$MONARCH$ has begun to lay the foundation of his new empire. Although inferior in numbers, his well-disciplined troops have managed to achieve several decisive victories against the Sultans of India. The battle of $CAPITAL$ became the first great victory in a series of territorial expansions and, with time, the empire of the Mughals could stretch over the larger part of the Indian plateau.
Mughals does not exist
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!
Reform Great Yuan
Yuan does not exist.
If the country is AI-controlled, then:
If Beijing (1816):
Xilin Gol (723):
Transoxiana starts as a vassal of the fading Timurids. With their solid idea set and good starting development, acquiring support for the player's independence should be easy. Cozy up to any rivals of the Timurids, especially the Mamluks or Ajam and don't forget to ally other vassals of the Timurids. With the support of the player's allies, declare independence from the Timurids and steamroll their armies with the help of the player's allies. Reclaim Transoxianann cores and Herat (and of course independence) once you have enough warscore. Don't forget to also demand war reparations and money.
During the Independence War: Step 1. Take advantage of a poorly mobilized Timurid by quickly taking Heart, as well as a few other provinces. Then, resist their attack with other subjects by holding your line. hen you defeat most of their army, go to the peace tab.
Step 2: Peace Deal. Declare Independence, take a few states, and some Ducats. Then, you will be off to a great start!
Forming the TimuridsEdit
Declare war on the other Gurkani princes (i.e. Khorasan, Ajam, Sistan, Afghanistan, Fars, etc.) and capture the necessary provinces to form the Timurids. The player should also feel free to attack the hordes surrounding them, especially Uzbek, as they contain some Transoxianan cores. The player should form the Timurids, the very thing that the player destroyed, and should use the handy permanent claims to attack Qara Qoyunlu and even the Ottomans if they are weakened. The player should also consider changing to the new Timurid ideas, as they are slightly more military-focused than the Transoxianan ideas, but the Transoxianan ideas do contain useful bonuses such as -10% idea cost. Either way, the choice is up to the player. If the Ottomans are too strong, consider allying them, as the Mamluks have a "Historical Rival" modifier with the Timurids and will refuse any alliance. Alternatively, the player can remain Transoxiana, but they do so at the loss of permanent claims over a vast area and free empire rank.
Forming Mughals or YuanEdit
Once a (rather large) power base has been established in Persia and Central Asia and most of the Timurid permanent claims have been reconquered, the player should consider forming either the Mughals or Yuan. For the Mughals, the player should take the Timurid missions "Conquer Delhi" and "The Riches of India" so they get claims on many provinces needed to form the Mughals, which are Roh, Lahore, Central Doab, Sirhind, and Delhi. The Mughals have a superb idea set and it is highly recommended that the player use their ideas instead of Timurid or Transoxianan ones. Upon forming the Mughals, the player will also get permanent claims on all of India, making conquest easy. Beware that if you have not conquered the Timurid permanent claims, they will become regular claims expiring after 25 years. An alternative strategy is to form Yuan. Forming Yuan, however, takes more time and effort, but is rewarded with permanent claims on the entire China subcontinent and, in the author's opinion, the best idea set in the game, combining powerful military bonuses with a total -30% reduction in core creation cost, the highest in the game (from 5% Administrative Efficiency and -25% Core Creation Cost)2. To restore the Yuan Dynasty, though, the player will have to own all Chahar, Khalka, Mongol, and Uyghur lands, along with the provinces Kaifeng, Xilin Gol, Beijing, Qaraqorum, Xuanhua, and Xianyang. The player must also be the Emperor of China if they have the Mandate of Heaven DLC or be Empire rank, which is conveniently granted by becoming the Timurids. To be the Emperor of China, the player must be part of the Pagan or Eastern religious group. If the player picked Religious ideas, they should force-convert themselves to Vajrayana, gaining a Deus Vult CB on basically everyone else in the world. Other religions to consider are Confucian for the powerful Harmony bonuses or Tengri for the Syncretic Faith. Once the player is either the Mughals or Yuan, they should rapidly conquer the provinces they have permanent claims on and perhaps go to conquer the world!
Administrative ideas are highly recommended, as the player should be doing a lot of conquering throughout the game. Espionage and Aristocratic ideas have some useful bonuses, but combined with the ideas of all nations mentioned in this guide (Transoxiana, Mughals, Timurids, or Yuan) give a policy that boosts cavalry combat ability by 20%. Combined with the national ideas of these nations which each give +20% cavalry combat ability, along with Aristocratic ideas that give another +10% cavalry combat ability, this leads to an impressive +50% cavalry combat ability or +60% with Quality ideas. Other idea groups to be considered are Influence for the -20% Aggressive Expansion reduction, Quantity for more troops, Offensive for better general pips and Religious to convert all the provinces and still stay Legalistic.