Uzbek

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Kingdom rankUzbek
Uzbek.png
Primary culture
Uzbek (Altaic)

Capital province
Tyumen (1075)

Government
Steppe NomadsGovernment steppe horde.png

State religion
SunniSunni.png

Technology group
NomadicNomadic technology group
Kingdom rankBukhara
Bukhara.png
Primary culture
Uzbek (Altaic)

Capital province
Bukhara (442)

Government
IqtaGovernment monarchy.png

State religion
SunniSunni.png

Technology group
MuslimMuslim technology group
Horde ideas
Notes:

For Steppe nomads.


Traditions.png Traditions:

−10% Aggressive expansion impact
−5 Years of separatism

Land attrition.png Life of the Steppe Warrior

−20% Land attrition

Cavalry combat ability.png Traditions of the Great Khan

+20% Cavalry combat ability

Land maintenance modifier.png Horse Supplies

−5% Land maintenance modifier

Land leader shock.png Steppe Leaders

+1 Land leader shock

Core-creation cost.png Tradition of Conquest

−25% Core-creation cost

Manpower recovery speed.png Logistics of the Khan

+20% Manpower recovery speed

National manpower modifier.png Glory of Conquest

+25% National manpower modifier

Idea bonus.png Ambition:

−10% Stability cost modifier

Uzbek is a Sunni steppe horde, as well as only country that can form Bukhara.

Missions[edit]

Main article: Tatar missions

Decisions[edit]

Execute decision.pngForm Bukhara


Giving up the wild steppe for the ancient settled cities of the Silk Road in Transoxania will allow us to settle in lands whose very names call to mind fabulous wealth, but if we push this far south into settled land our wild cousins to the north will no longer accept our authority.


 
Potential requirements

This country:

Flag of Bukhara Bukhara does not exist.
If Uzbek is AI-controlled, then

Allow

This country:


Effects

Flag of Uzbek Uzbek:

  • changes to Flag of Bukhara Bukhara.
  • moves its capital to Bukhara (442).
  • gains Prestige.png25 prestige.
  • gains permanent claims on all not owned provinces of:
    • Khiva (441), Charjuy (444), Qarshi (453), Samarkand (454), Tashkent (457), Khujand (1967), Urgench (1973) and Atakent (2363).
  • changes type of government to Iqta.
  • changes technology group and unit type to Muslim technology group Muslim.

If the country:

  • is a member of the Holy Roman Empire but not the emperor or an elector
    • then all its provinces are removed from the HRE.
  • is a Duchy rank duchy
    • then it becomes a Kingdom rank kingdom.

If Bukhara has never been formed before, then Bukhara (442) gains Tax Base Icon.png2 base tax.


Execute decision.pngForm Mughal Empire


$MONARCH$ 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.


 
Potential requirements

The country:

Allow

Flag of Mughals Mughals does not exist
The country:


Effects

Strategy[edit]

In November 1444, Uzbek is the highest development and arguably most powerful of the Siberian step hordes, surrounded by Flag of  Kazan Kazan and Flag of  Nogai Nogai to the west, Flag of  Chagatai Chagatai and Oirat to the east, and Transoxiana, presently a vassal to the declining Timurid Empire to the south. A player playing Uzbek has nearly limitless options for expansion. To the West, Flag of  Muscovy Muscovy, if left undisturbed, will devour its neighbors one by one, reforming into the Russian Empire and starting and almost inevitable eastward expansion, particularly if Third Rome is installed giving Russia access to the powerful Siberian Frontier mode of colonization. As Muscovy/Russia is the largest threat to the player, the Uzbek player must grapple with how and when to confront them.

Regardless of the overall strategy pursued by the player, a few early moves are consistently advisable. In spite of its name, a very small percentage of the Uzbek Khanate's population are ethnically Uzbek, with the majority being Kazakh as well as a large proportion of Sibir (Tatar) and Ostyak (Urgic). The player is therefore advised to make Kazakh an accepted culture as soon as enough diplomatic points have accrued, followed by one of either Sibir or Ostyak. Similarly, a majority of Uzbek peoples in 1444 live within Transoxiana, making southern expansion comparatively easy once Transoxiana breaks free of Timurid control. The highly developed provinces of Bukhara and Samarkand lie on the Uzbek border and should be seized by the player when an opportunity presents its self. One such opportunity to pick up these valuable provinces will arise when Transoxiana attempts to break free from Timurid control. The province of Bukhara in particular gives the player the ability for reform into the Bukhara Sultanate granting 25 prestige and claims on most of the remaining Uzbek culture provinces, as well as changing the government type from Steppe Horde to Iqta. The desirability of this change largely reflects playing style, those favoring a more aggressive style, or pursing an early confrontation with Ming benefiting more from the steppe hoard government type, while others preferring a more leisurely playing style benefiting more from reforming into Bukhara. The player also starts the game with a fair number of high unrest provinces, particularly in the north.

One strategy for dealing with Muscovy/Russia is to attack while the Russian empire is in its infancy. Muscovy's large number of vassal states will still make them a dangerous adversary, even in the early game, so the player must tread carefully if pursuing this option. If an early confrontation with Muscovy is desired then the player should rival and then attack Kazan shortly after the start of the game and before alliances can be formed. The larger Uzbek military will easily overwhelm Kazan, allowing the player to capture its valuable gold producing province and potentially its capital fortification. Simultaneously the player should forge alliances with any other steppe hoards which have not rivaled the player (Crimea, Nogai, and Great Horde). Muscovy (and its vassal swarm) consists of mainly woodland and forested provinces in which steppe hoards are penalized. If the player finds its self in a confrontation with Muscovy as Uzbek it is best to try to draw the Muscovite armies out into the Siberian or Tatar steppe where the are vulnerable and then attack. As usually wait for Muscovy to break its army up into small groups in order to avoid attrition, then sweep in and pick off isolated smaller armies.

If confrontation with Muscovy is desired it may be preferable to reform into Bukhara in order to eliminate the penalty for combat in woodland areas. Bukhara is also better situated to pursue wait and attack strategies as it is not penalized for extended periods of peace, while Uzbek, as a steppe horde will need to continually launch new offensives in order to preserve horde unity. Waiting for Muscovy to be dragged into a war with one of the other European powers and overrunning Muscovy from the east (with the help of whatever Tatar allies are available) while their armies are deployed in the west is advisable regardless of whether the player has reformed into Bukhara. A player actively seeking a confrontation with Muscovy should be constantly on the lookout for the possibility of an alliance with Poland, especially if Poland holds a personal union over Lithuania, as this will make crushing Muscovy in the early game far easier.

If the player does not wish to take the fight to Muscovy, then this leaves two other options, expanding South or expanding East. Muscovy will likely choose to chew through Novgorod, Great Horde, Kazan, and Nogai before confronting Uzbek, leaving the player time gain strength by expanding and to forge the needed defensive alliances. The easier path is to expand south through the collapsing Timurid empire. Uzbek has several options available for transforming its self into an empire. Expanding south gives it the option to enthrone one of Timur's heirs, eliminating the remnants of the old Timurid empire and re-forming into a new Timurid empire, in the process gaining claims to huge swaths of territory in the process. Similarly the player may expand into Afghanistan and Northern India forming the powerful Mughal Empire. If either of these options are pursued be on the lookout for the possibility of an alliance with the Ottomans, as this will effectively check Russian expansion into Uzbek territory. Reforming into Bukhara is advisable if pursuing this option, eliminating the malus for steppe hordes fighting in mountainous territory and for the large number of claims on nearby territory it grants.

Lastly the player may expand east, taking the fight to the behemoth Ming Empire and replacing them with a renewed Yuan Dynasty as emperor of China. Assuming Mandate of Heaven is installed, the key to defeating Ming is forcing the unguarded northern frontier disaster triggered by a non-tributary steppe horde amassing more than 300 development on the Ming border, The combination if the -15% army morale with the penalties to shock damage from having having low mandate will make defeating Ming's enormous armies far easier and Uzbek is already close to the needed development at game start. As such, if the player is interested in this strategy, they are advised not to reform into Bukhara, and also to attack the neighboring steppe hordes to the east early before they can be forced into tributary status by Ming. However, the player is also advised to wait to gain a direct border with Ming until after (or near when) they have at least 300 development in order to avoid Ming attacking the player to enforce tributary status before unguarded nomadic frontier may be triggered.

In order to keep pace with Muscovy/Russia pursuing military ideas is strongly advised, however these should be subordinated to keeping up with Muscovy in military technology, particularly in the early game. Defensive ideas are highly advised, the 25% reduction in attrition rate can make a huge difference in the Siberian winter, and the bonus to land-leader maneuver will also be very valuable as your armies criss-cross an enormous and sparsely populated land empire. Running out of manpower can be lethal for steppe hoards, so quantity is a strong choice if the player chooses not to reform into Bukhara, if the player favors cavalry heavy armies aristocracy can also be a strong choice for the reduction cavalry cost and increase in ability (as well as more manpower and autonomy reduction). Regardless of the strategy pursued a great deal of expansion will be required, which can make Admin a strong choice. Economic ideas are also helpful, particularly for autonomy reduction and inflation reduction from captured gold mines.

Achievements[edit]

Back in Control icon
Back in Control
Form Yuan and be the only nation holding land in China.


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