Yuan

Primary culture
Capital province
Government
State religion
Technology group
- +25% National manpower modifier
- +20% Cavalry combat ability
- −25% Core-creation cost
A Savage Kingdom Holy and Enchanted
- +10% Morale of armies
The Three Teachings and Nine Schools All Respected
- −10% Technology cost
- +10% Shock damage
A Thousand Miles as if at Home
- −10% Envoy travel time
- +15% Movement speed
- +5% Administrative efficiency
- +10% Goods produced modifier
- +10% Governing capacity modifier
Yuan is a formable country in Asia. Historically, the Yuan Dynasty was founded in China in 1271 after the Mongol Conquests to serve the legitimacy of the Mongol emperors. However, they were overthrown just under a century later and replaced by the Ming Dynasty.
Formation[edit | edit source]
Any country of the Altaic culture group can take the decision to form Yuan.[1]
Reform Great Yuan
Potential requirements
If the country is AI-controlled then it:
Playing with normal or historical nations. |
Allow
The country:
Beijing (1816) is part of a state.
else if else, Beijing (1816) is part of a state. |
Effects
The country:
If this decision has not been enacted before:
Xilin Gol (723):
Xuanhua (2136):
If Beijing (1816) is part of the HRE, but its owner is not a member then:
Beijing (1816):
|
- AI will always take this decision.
- AI gives "high priority" (400) to this decision
Decisions[edit | edit source]
Restore the Mongol Empire
Potential requirements
Playing with normal or historical nations |
Allow
The country:
|
Effects
The country:
|
The AI will always take this decision.
Strategy[edit | edit source]

Re-establishing the Yuan dynasty brings great rewards due to its superb idea set, which combines military and expansionary power. There are, however, a number of disadvantages if one becomes the Emperor of China. Becoming the emperor changes technology type into Chinese. This is a rather severe malus if one is playing as a horde nation, especially with the Cossacks Expansion enabled. Forming Yuan will remove the permanent CB on all neighboring countries and the raze mechanic, the latter arguably the strongest single mechanic in the game, single handedly solving all Monarch Point concerns, allowing constant truce breaks, and even managing over extension. For greatest blobbing potential, the player should hold off on the decision to change government type, if they ever change at all.
One can avoid these disadvantages by instead dismantling the Mandate of Heaven by annexing the current Emperor without taking the Mandate. The requirement for forming Yuan will then be to have empire rank (or 1000 development if the Common Sense expansion isn't active) instead of being Emperor of China. This allows one to retain one's government type and tech group after forming Yuan. One of the easiest ways to go about this is playing as Oirat, which has a mission that makes the initial war with Ming very easy. Losing the war will most likely send Ming into a doom spiral that will make China easy pickings later on. One can work on obtaining the required provinces between wars with Ming, or more likely the Chinese minors that will declare independence from Ming.
There is a certain amount of poetry involved in Chinese history, and that is a not insignificant motivator, but if one's goal is a World Conquest, be very careful. The Imperialism CB comes only much later, and taking lands without severely tanking your Diplomatic Monarch Points will either require laborious work from your precious diplomats, or the Holy War CB from Religious Ideas.
Though, if the player is beginning as a non horde, there is something to be said about conquering Altaic land, culture flipping and forming Yuan for the claims on all of the China super-region, hopefully setting up for Absolutism with all the nice Chinese land and the trade node in Beijing.
Achievements[edit | edit source]
Notes[edit | edit source]
- ↑ For the script code of the decision see in /Europa Universalis IV/decisions/YuanNation.txt.