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Europa Universalis IV - Development Diary 2nd of April 2024 - Tatars, Central Asia and Mongol Hordes

Welcome back to another Development Diary! This week we will talk about the Hordes that occupy the lands between the Pontic Steppe and Mongolia.

Before we start, I want to share with you some changes we made, based on the feedback we received since the last development diary:
  • The formable countries that required Tech 20, will now be unlocked with Tech 18. This will affect all formable countries that previously required Tech 20.
  • Andean Empire and Divine Kingship now allow their country to use to use Divine ideas instead of Aristocratic ideas.
  • High-American nations will be able to benefit from Obsidian sources.
And with that, let's get into today's content.

By 1444, the era of Genghis Khan was long gone and only the remnants of its successor states populated the steppes. The descendants of the Yuan dynasty had found themselves under the Oirat Khanate, which would lead to a conflict with the Ming dynasty known as the Tumu Crisis; the Golden Horde had just recently disintegrated into various other states; the Uzbeks would begin their migration south into Bukhara after being beaten by the Sibirs and Kazakhs; and lastly, Moghulistan, the successor of the Chagatai Khanate, would be embroiled in a civil war.

Some of the historical events mentioned are already present in the game, such as the dwindling Tatar Yoke in Russia, the unrest of the Kazakh and Sibir people, and the Tumu Crisis in China. As the successors can roughly be split into three groups, the Successors of the Golden Horde, the Khans of Central Asia, and the Mongols of Northern Yuan in the East, we decided to create three separate branches for them.

Before discussing the content, I briefly want to mention a change to the nation of Chagatai. In 1444, the Khanate was splintered for multiple decades and the remnants were instead known as Moghulistan. For that reason, Chagatai is no more; instead, the nation has been renamed more appropriately:

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With that out of the way, let us start with the conquest trees. All the Horde mission trees share some common conquest missions, but depending on the region the overall progression will be different:

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Note: as always, all art shown in this Development Diary is placeholder.

With the Golden Horde splintered, the nations of Crimea, Kazan, Great Horde, and Nogai will have their starting missions be about reuniting the lands there, as well as combating the increasing power of the Muscovites.

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After your conquest of Russia and reaffirmation of the Tatar Yoke, you will be able to reach the furthest western extent of the Mongol Conquests into the Carpathian Basin.

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Having talked about the Western conquests, let’s now turn our attention to the east into the steppes of Central Asia and beyond if you want to assert your dominance of the hordes and restore the Mongol Empire.

For the Tatar Hordes, this will mean that their rewards will overlap with other hordes as well. Each Region of the Hordes will have access to a unique branch of their Conquest mission:
  • Tatars will have unique missions about the Tatar Lands and Russia
  • Central Asian Hordes have unique missions about Central Asia and Persia
  • Oirat and Mongolia will have unique missions about China
These branches will not be absent for the others, for example, the Tatars and Central Asian Hordes will have access to the same mission tree concerning China, and the same goes for the other combination. So with all of that in mind, the next few missions will be shared with either Central Asian Hordes and Mongols.

With this explanation out of the way, let us look at the Central Asian and Chinese parts of the conquest tree. Central Asia in 1444 was much more split than what is shown in the game. The Kazakhs and Sibirs were effectively their own tribes, which is why that is represented for Uzbek as extra unrest. They were not made into independent nations at the start though; however, as both the Mongols and the Tatars you’ll be able to make Kazakh into your own subject through the tree, feeding them their core land should you wish to do that. Once you conquer most of Central Asia, you’ll be able to turn them into an incorporated vassal, which are subjects that are more closely aligned with your own country, making them cheaper to integrate.

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Moving on to the lands of China, you’ll be able to press the claims of the Yuan dynasty for yourself, making them a Mongol Brother Realm, as well as a new evolving modifier called ‘Like a Dragon’, that will help your nomadic playstyle once you conquer China. During your conquest, you will of course be able to adapt your country to the new challenges and people that are now part of your realm.

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Going to the lands of Persia, the missions there will revolve around the re-establishment of the Mongol Rule and the Ilkhanate state which was destroyed before the era of Timur. Since the region is dominated by the Timurid dynasty and no direct successor, the Central Asian hordes will be able to reform the Ilkhanate TAG, should they ever wish to. As for the rest, they’ll be able to set up their own Brother Realm in the lands there. The missions there also allow you to go even further than the Mongols managed to, expanding your reach from Persia into Hindustan and Egypt.

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When you manage to unite all of the Mongol Empire you’ll be able to finish the last mission in the conquest part of the tree, ‘Pax Mongolica’. With the full force of a unified Mongol Empire under your control, the world will truly be the grazing ground for your horses.

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Before we proceed to the differences in the Mongol and Central Asian missions, the Mongol Empire has its requirements slightly changed. You will no longer be required to directly own all the Mongol Empire provinces but instead, you will be able to form them using subjects as well, since the Mongol Brother Realms would normally lock you from reforming the once great state, and for all Chagatai enthusiasts, Chagatai will be able to form them as well (more on that in the Central Asia part of the development diary). Additionally, the Tier 1 Great Mongol State reform that the Mongol Empire has will now give you access to Siberian Frontiers as well in order to make it possible to take the rest of the Siberian lands.

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I mentioned the Mongol Brother Realm a few times and now it is time to explain a bit more in depth what these are. In order to allow for the player to have all of the successor states under one banner, the Ilkhanate, Golden Horde, and Yuan will now be able to become subjects under the strongest successor. They will provide little to no Liberty Desire but they will pay you extra money for being vassals, as well as provide bonuses to your cavalry. They will also be able to declare their own wars. While this is the intention to keep for now, we would like to hear your opinion on this subject and what you think.

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Moving on from this, let us look at some of the differences between the Mongol and Central Asian sections, starting from the remnants of the Yuan dynasty.

The Oirat will now have a bit more options available during the Tumu Crisis. Should they be able to capture the Chinese emperor Zhu Qizhen they will be able to leverage his captivity for a justified conquest in China. The Tumu Crisis mission will allow you to transform your modifier “Captured the Emperor” to grant Core-Creation Cost and Province War Score Cost. The “Reuniting the Mongols” Event will also be present in the Mission Tree, allowing you to unify the Mongol cultures into one.

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The Russian and Tatar section of the conquest for both Mongols and Central Asian Hordes will revolve around conquering the remnants of the Golden Horde and having the choice to make them a Mongol Brother Realm, as well as gaining the ability to recruit Cossacks.

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Lastly, let us look at the differences for Central Asians. As mentioned before, Chagatai had been fragmented during the 14th Century and Moghulistan survived as a successor state. You’ll be able to restore them should you complete the Unification of Chagatai mission, which will allow you to pursue forming the Mongol Empire. Other missions revolve around the Kazakhs as well as the central position of the Silk Road these nations sit in. Once you decide to move to Persia, you’ll also gain the choice to reform the Ilkhanate.

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While conquest is no doubt a central part of any horde gameplay, this is not all the missions will have to offer, after all, conquest means nothing if you can’t stabilize the realm. A second part of the mission will delve into your internal administration and economic dealings. These will be available to all of the previously mentioned groups, while Yuan specifically has a different branch than the others. Additionally, a small tree of branching missions will offer you the choice between tolerance and devotion to your faith.

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The Hordes had to rely on a tributary system to amass their wealth, and this is represented under the Strengthen the Basqaqs Mission. While Tributaries might not be a desirable long-term goal of your campaign, the additional rewards will be able to get your Host of Armies off the ground.

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As the Horde Administration differs from a standard feudal society, the game struggled a bit with an accurate representation of this. These missions will allow you to adjust and reform your interactions with the Tribal Estate, elevating the nobles among the tribes, and getting rid of some of the destabilizing issues a horde will have to deal with at the start of the game. With things such as Tribal Absolutism, a privilege that benefits more from your Max Absolutism, giving you an incentive to keep your estate privileges to a minimum in order to make the most out of it, and forcing your Tribes to accept even the youngest child as the legitimate khan.

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Something that is not inherently linked to your status as a horde, but the region you occupy, is the Silk Road and your control over the important trading posts of the regions. By controlling the important centers of trade along the Silk Road and its expansions into Persia you will be able to control the flow of trade between the eastern and western parts of your empire.

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Lastly, let us talk about Yuan. When we worked on Domination, it was very requested by the community to make available to them the new mission tree section for the Emperor of China. Now, we’ve decided that the owners of the new DLC will get access to the Emperor of China missions, and we're also making it possible for the owners of Domination to have those missions available while playing with the old Mongol mission tree, which is part of the base game. Please, also remember that this is only working with the Mandate of Heaven EoC mechanics, so you also need that DLC for them to appear and be playable.

This is not all that changes around Yuan, their flavor missions will be quite different in order to represent both the Mongol and Chinese character of the former dynasty.

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In this combination, Yuan will have access to quite a sizable mission tree with 65 missions. The flavor part of the Yuan tree revolves around the mix of Chinese and Mongol characters that Yuan had, allowing you to be highly expansionist whilst also backing these conquests with a highly efficient bureaucracy.

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And this concludes this week's Development Diary! Next week @Ogele will be back, showing off the content of the Timurids and Mughals!

Before we say goodbye, a word from FatherLorris. Let the army composition comments commence!!!

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I did not see it mentioned in this dev diary, so I'll say it here: PLEASE allow us to choose whether to sinicize the Mongolian cultures when forming Yuan! The decision to form Yuan should not automatically do this if the player wants to stay in the Altaic culture group.

The focus is on the military model
Sinicization's models are not as stylish as the Mongolian models
 
Great DD, brother nation mechanic looks pretty cool and is a nice way to add variety in gameplay.
'Is a great time to mention this but can we tweak Culture groups in central Asia? Tatar being it's own group makes no sense is just an abstract way of splitting the altaic culture group. "Tatar" refers to Turkic people who lived in once-golden horde, it's not an actual sub-group of Turkic. And even if it were it'd be weird.
resim_2024-04-02_162858961.png

If altaic is too large, wouldn't splitting them as "turkic" and "mongolic" make more sense considering religious and lingustic differences?
 
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Great dev dairy: I like that Chagataï is finally a potential unificator for Mongol Empire.

Will it be an end-game tag? In that case this national idea might be slightly buffed: there is no reason that among the 4 successors states, only Yuan have administrative efficency in their national ideas!


And what are the ideas of Moghulistan?
 
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Great DD, brother nation mechanic looks pretty cool and is a nice way to add variety in gameplay.
'Is a great time to mention this but can we tweak Culture groups in central Asia? Tatar being it's own group makes no sense is just an abstract way of splitting the altaic culture group. "Tatar" refers to Turkic people who lived in once-golden horde, it's not an actual sub-group of Turkic. And even if it were it'd be weird.
View attachment 1109425
If altaic is too large, wouldn't splitting them as "turkic" and "mongolic" make more sense considering religious and lingustic differences?
Shouldn’t Yakut go in Turkic there?
 
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The focus is on the military model
Sinicization's models are not as stylish as the Mongolian models
Well that's entirely subjective of course, but my point is simply that it should be up to the player what cultural direction they want to take. If they want to stay as Mongol/part of the Altaic culture group, whether that be for the unit models or something else, then they should have that choice. I think that isn't much to ask, given the much greater choices players will be given with the new mission tree.
 
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Could you please move the Buryat culture into the Altaic group since it is a Mongolic culture? It is currently in the less related Evenki group and is the odd one out. It would be more appropriate for it to be in the same culture group with the other Mongols. I think that it would also be a good idea for the "Reuniting the Mongols" event to give Buryat as an accepted culture. or have it's provinces also change to Mongol.
 
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I wonder if Tibet and Dai Viet can also get the EoC mission?
I haven't played as them since EoC mission update, but looking at the wiki, I don't think they have access to EoC mission right?
Both have very long history with China (to this day even), so I kinda feel they deserve to have access to EoC mission.
 
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Why is Fire Damage Received +15% in green?
 
So, still no unique ideas for the Mongol Empire? I would love it if there was an event, popping out once you form it, which allows you to choose between the ideas of Illkhanate, Golden Horde, or great yuan (or just sticking with your current ones).
Also, the fact that you are still unable to be a horde while also being an emperor of China as great Yuan is quite disappointing.
 
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Achievement Idea: "Dragon-Horselords of Dojima"

As Ainu (or any Siberian tag), reform into a Steppe Horde into the Golden Horde and possess both the "Like a Dragon" modifier and hold the Imperial City of Kyoto at the same time.

Nice DD, short and sweet, though im slightly confused on the scope of Chagatai's formation mission, meaning that you wouldn't be able to see it emerge lategame if it got squashed by tags, or offer another route for tibetian minors to form through? (im not very well versed in cheesy tag swapping, i know they can form tags from around the chagatai region like Dhuzungar)
 
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Horde unity as a mission reward seems generally lackluster. Horde gameplay doesn't include much peace time, so your unity will be constantly pretty high from razing, and as such it feels pretty weak as a reward. I have no idea what it should be substituted with to fit the theme, but hopefully somebody could suggest something more useful while not overpowered to change it.
 
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Man, if the ottomans have a dedicated feature to having their realms collapse I feel like it should be even harder to maintain for hordes. You have a whole formable in central Asia that serves the one purpose of settling down as a horde, but it is an absolutely moot decision because why would you ever want to be settled over being a horde. I feel like your realm should split upon monarch death, maybe into tributaries or vassals or something.
 
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Horde unity as a mission reward seems generally lackluster. Horde gameplay doesn't include much peace time, so your unity will be constantly pretty high from razing, and as such it feels pretty weak as a reward. I have no idea what it should be substituted with to fit the theme, but hopefully somebody could suggest something more useful while not overpowered to change it.
Manpower. Its often a premium early in the game and can bring a campaign of constant movement to a halt. You could represent it as people flocking to your banner due to your victories.
 
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I'm glad to see the region getting some focus!

As someone who studied Oirat history for some time, I'd like to add a pet-peeve of mine regarding the state in eu4, in-game Esen Taishi starts with his age in his late 50s and heirless despite this being very different to almost every historical source.
Esen was born in 1407, he had only recently inherited his father Toghon's conquests into eastern Mongolia as a (relatively) young man. After Esen's death, Oirat control over eastern Mongolia waned, but the Oirat confederation in the west remained relatively intact under the leadership of his son Amasanj who lead a large campaign into Moghulistan and the Uzbek khanate. Amasanj probably would've been around 15 in 1444.

It's always annoyed me that the Oirats lose the Choros dynasty so quickly in-game, even though they remained powerful way into the 18th century as leaders of the Dzungars, so it would make sense to make this small change!
 
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