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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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The historical narrative is that the "foreign" or "non-Han" dynasties became Chinese. I doubt there's many Yuan/Mongol/Chinese historians out there, let alone any that can jump in and say definitively either way.

Going by paradox logic of Byzantium having cores in Balkans, Mongolia should still have cores on all of China region.

My 2 cents is it should already start sinicized.

I'm really curious how Ceaser will try to present it.
We need to figure out what is "sinicization" and what should this "sinicization" be like in EU4. Before 1.3x, Manchu was the only culture that can be sinicized. So, I guess reasonably, that all sinicization mechanics latter should be similar to it.

I put some declarative sentences here:
  • Devs should balance betweem gameplay and historical reasonability. What they do is for a game that sells.
  • Manchu ruled China for about 300 yrs, with its population highly integrated into Han culture.
  • Yuan existed for about 89 yrs, ruling the whole China for about 81 yrs. They didn't rule well so rebels kept arising.
  • Both Yuan and Qing are widely accepted as EoC, both by historians and later dynasties
  • The sinicization of Manchu didn't start in great scale because Manchuria was forbidden to immigrate to, which perhaps because that Manchu nobilities learnt the history of Northern Yuan (Mongols in 1444 EU4), and wanted to have somewhere to go back when falling.
  • The sinicization of Manchu starts in Vicky era (19C) because they had to allow Han immigrants, because the whole country was facing pressure from both inside and outside.
  • The word "sinicization" I used above is on and only on the cultural perspective. When it comes to the "specific ruling type of EoC", we get Government Reform to simulate it.
  • Being EoC ≠ being sinicized.
So, culturally speaking, I believe that Mongol Yuan had even not started its sinicization process before they withdrew from China. Give them another chance perhaps they would -- I don't know. Generally speaking, I think the mechanic of sinicization in game is mainly for gameplay -- do not need a lot of slots to accept those chinese cultures which, of no use other than maintain cores for chinese warlord tags.

BTW Project Ceaser has shown its way to deal with culture: pops. Honestly speaking, it can avoid a fkg lot of problems in EU4 that disturb devs and players. For now Vicky3 and CK3 show good ways in dealing with the dynamicity of cultures. I believe that PjCs would be even better.
 
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One of the reasons for that is that the Oirat and Mongolia get the mission Unification of Mongolia that gives them choice to either accept other mongolic cultures and get +3 accepted cultures slots or unifying all mongolic cultures into one. If one aims at forming Yuan then there is no reason to unite cultures other than roleplay, because those cultures get turned into Sino-Altaic anyway when you form Yuan.
To balance that, choosing to merge the cultures should get another modifier, reflecting the union of all tribes. Like, +5% Discipline, or +10% Shock Damage, or something similar.
 
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We need to figure out what is "sinicization" and what should this "sinicization" be like in EU4. Before 1.3x, Manchu was the only culture that can be sinicized. So, I guess reasonably, that all sinicization mechanics latter should be similar to it.

I put some declarative sentences here:
  • Devs should balance betweem gameplay and historical reasonability. What they do is for a game that sells.
  • Manchu ruled China for about 300 yrs, with its population highly integrated into Han culture.
  • Yuan existed for about 89 yrs, ruling the whole China for about 81 yrs. They didn't rule well so rebels kept arising.
  • Both Yuan and Qing are widely accepted as EoC, both by historians and later dynasties
  • The sinicization of Manchu didn't start in great scale because Manchuria was forbidden to immigrate to, which perhaps because that Manchu nobilities learnt the history of Northern Yuan (Mongols in 1444 EU4), and wanted to have somewhere to go back when falling.
  • The sinicization of Manchu starts in Vicky era (19C) because they had to allow Han immigrants, because the whole country was facing pressure from both inside and outside.
  • The word "sinicization" I used above is on and only on the cultural perspective. When it comes to the "specific ruling type of EoC", we get Government Reform to simulate it.
  • Being EoC ≠ being sinicized.
So, culturally speaking, I believe that Mongol Yuan had even not started its sinicization process before they withdrew from China. Give them another chance perhaps they would -- I don't know. Generally speaking, I think the mechanic of sinicization in game is mainly for gameplay -- do not need a lot of slots to accept those chinese cultures which, of no use other than maintain cores for chinese warlord tags.

BTW Project Ceaser has shown its way to deal with culture: pops. Honestly speaking, it can avoid a fkg lot of problems in EU4 that disturb devs and players. For now Vicky3 and CK3 show good ways in dealing with the dynamicity of cultures. I believe that PjCs would be even better.
For eu4, I think it's just going to be click a button(this culture acceptance/majority ship sailed long ago and devs don't really do much with cultures). Maybe with this new patch/release we'll see some hints of what Caeser will do with it.

I like how the Ming missions can sinicize Korea and Vietnamese. And if you're playing into EoC from there you can as well.

For the countries available to it I think if they used the Chinese writing system then the case can be made for it. I would love for other people to jump in and add. (Do you have any research articles or books to recommend on this?)

Including this in your criteria I think would have the following; Japan, Korea, Manchuria, Mongolia, Vietnam and Tibet. (Chinese traders/immigrants went to Malaysia too.)
 
After so many conquest mission trees and so many strong modifiers, what can I say?

Please, don't do that to EU5.

I know many players (maybe most of them) are willing to buy DLCs whose only (or main) content is making the game easier.

"Buy this DLC! It will allow you to shorten your WC in 5 decades!"

I believe in you guys, that you can make better.
 
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As previously mentioned, can we rename Mongolia to Northern Yuan? This decision makes too much sense and is inline with the rename of Chagatai.

What is Mongolia? This seems completely artificial. The khans ruling there would have considered themselves the rulers of the Yuan dynasty and adding the scholarly addition of Northern will help separate the tag.

Another item that doesn’t seem to make much sense is the way that Chagatai and the Golden Horde can reform into the Ilkhanate if they own Persia and place their capital in the region. Can we add them to the list of countries that cannot reform into the Ilkhanate (like the Timmy’s) as this historically wouldn’t make sense. The Ulus of Chagatai would have considered itself on par or even more legitimate than the Ilkhanate and the Golden Horde forming into their nemesis?

I like having the mission tree option to release the state.

As always keep up the good work and greatly looking forward to this release!
 
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I'm curious, is "Subject" a new vassal type that cannot be annexed? So can the Uzbeks themselves release Kazakh as a subject that they may or may not integrate in the future?
 
First off, will Teutonic order still be able to reform the Mongol empire? It would be pretty sad if you took away the ability to do that. Secondly, I’m curious about why you decided to let hordes use Cossack units since I was under the impression that historically Cossacks were just christianized tatars themselves. Wouldn’t a tengrized or islamicized Cossack just be a Tatar again. If you plan to go forward with this, would it be possible to give the hordes that have the Cossacks units access to the Cossacks estate to further boost their cossack units? Maybe as a mission reward? Lastly, I wanted to comment on the way hordes will be able to acquire legendary conqueror, 50 battles seems a tad high. I was trying to find information on Wikipedia on any known rulers/generals who won or even won 50 major battles and didn’t find anything. So unless you specifically want us to just run around and find 50 1k stacks to defeat It seems kind of strange. Maybe there would be a way for you to do it based off of enemy combatants killed in battles or something. Also, would you consider removing the ruler general lifespan malus once that mission is completed or give a modifier that negates it since it’s pretty lame that you could run around for 30 years trying to win enough battles to get it only to keep your newly minted legendary conqueror for 5 years before he dies to general death tick. A justification could be something like after all his combat experience on the front lines he has learned how to command his army just barely outside of his enemies grasp or maybe something like he has integrated the advanced medicine of his enemies into his royal court and experiences better health and reduced strain from old injuries. Anyway that’s all I have to say about this DD but I’m looking forward to Mughal changes next week. It’d be cool if they had a decline mechanic similar to the ottomans that they have to counteract or go through a disaster for.
 
Great update! I have some questions regarding the Kazakhs. The Kazakh Khanate historically was the last Genghis Khan descendant Khanate to be conquered by a foreign power in the 1850s. Will the Kazakh vassal provide any benefits in the game? If the Kazakhs are released as a vassal, they must be released as a Khanate/Horde! Will the Kazakhs receive the same mission tree as the Uzbeks, considering the Kazakhs come from the Golden Horde? Maybe you could change the Kazakhs' late game since they are the last descendants, which even surpasses EU4's end date.

I would be very interested in some rework around the Kazakh Khanate. You, for example, added the Dzungar Khanate, but the Kazakh Khanate lived even longer. Thank you for everything!
 

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I believe that all the starting Mongol nations (Oirat, Mongolia, Korchin) get the same Yuan mission tree, while all the non-Mongol Altaic nations get the Ilkhanate/Chagatai mission tree, and all the Tatar nations get the Golden Horde tree. At least, that's what they seem to be implying.
That's likely the case, yeah, and is neat, but Oirat has a mission tree of its own even without forming Yuan, judging from what we've seen. Which is why I'm wondering of Mongolia get one as well, or if they're stuck with the old, bland one, and are forced into forming Yuan if they want something more.
 
As previously mentioned, can we rename Mongolia to Northern Yuan? This decision makes too much sense and is inline with the rename of Chagatai.
Then forming Yuan seems to make not that much sense. And... in my view, the Khan in Ih Hurean in 1444 is the most legitimat successor of the Mongholian Empire.

But I think this dynamic country name is completely acceptable, just adding some flavour events to add cores for Khalkha, Koshut and Zhungaria. Especially Khalkha.

BTW, the tag for Mongolia is KHA. I'm not sure whether this means Khalkha or Khan. After all, the Mongolia today is Khalkha. I'm not sure how much does the situation in 21C affects the decision that PDX made for a 1444 game.

Khalkha, Koshut and Zhungaria -- Personally speaking I don't want these tags being wasted. I would be happy to see these tags gradually exist and play big roles in later game.
 
Hmm, I am not sure why Chagatai should form the Ilkhanate, since they originated from different sons of Genghis Khan (Chagatai and Tolui respectively). These two realms at their greatest extent existed parallel to each other: Chagatai ruled over much of Central Asia, while Ilkhanate controlled Persia and parts of the Middle East. Since their territories did not overlap, it seems a little weird for one of them to form the other.

I think that the Chagatai mission should allow them to release the Ilkhanate as brother realm, similarly to other tags, but not becoming it themselves.

It would be nice and more accurate if Chagatai was its own formable tag for "Altaic" tags in Central Asia Region, and not just a rename for Moghulistan.
The western territory of the Chagatai Ulus or Mawerannahr(transoxiana) as my book called it was almost reunified into the Eastern half (moghulistan) before they were beaten by a confluence of factors before the region was consolidated under Timur turned it into the heartland of his empire. So giving Chagatai claims or whatever over Ilkhanate territory is plausible though making them the same thing step too far I agree.

I would also point out that so long as you were a chinggisid you had some claim to the throne which meant in periods of interregnum you could see chaotic succesion from the cadet Branches of Hia-Borjigins and the Chinggisids withiin that.

For example assuming JSTOR and NUM is correct TLDR: Throne of the Northern Yuan 3 Qubilaids --> 4 Ariq-buqaids --> 1 Ogedeid --> 3 to 4 Ariq Buqaids --> The son of the last Ogedeid or a descendent of Hasar (Temujin's younger brother) --> Toghto-buqa(Taisung) Qa'an (Qubilaid) --> Qubilaids thereafter. Which heavily increased the autonomy of the feudal nobility as they shifter their support to those who benefited them the most. Which lead to the rise of the Oirats.

The Chagatai Ulus itself is refered as the Middle Ulus or Khanate in "The Mongol World" in the Mongol world because you innitially actually had 6 succesor states.
The Ogedeid's lost their own distinct holdings to the others leading Qaidu (an pseodo-exiled Ogedeid prince who had carved out his own fiefdom) to put a puppet Chagataid in charge and rule as his benefactor. Which essentially combined the two realms. While the remaining Middle Ulus was carved up between the other 4 leading to the CHinggisid Peace of 1304. With the "Chagataid" throne also rapidly changing hands between different branches at times and both hlaves of the Ulus hosted exiles from the other Uluses such as many future Northern Yuan Emperors. So they should be able to have more brother khanate options IMO.

According to "Dayan Khan as a Yüan Emperor: The Political Legitimacy in 15th Century Mongolia" on JSTOR when Timur died in Otrar on his way East he had in his retinue a Ariq-buqaid pretender with him possibly to install as puppet Emperor. And hillariously previously a past Northern Yuan ruler the Ogedeid Urug-Tumur apperently sent officials to Timur's court as tax collectors for as he called himself not just Yuan Emperor but Qa'an of the Mongol EMpire. To which a spanish diplomate at court noted was met with polite excuses until they left but made TImur extremely enraged.
 
Then forming Yuan seems to make not that much sense. And... in my view, the Khan in Ih Hurean in 1444 is the most legitimat successor of the Mongholian Empire.

But I think this dynamic country name is completely acceptable, just adding some flavour events to add cores for Khalkha, Koshut and Zhungaria. Especially Khalkha.

BTW, the tag for Mongolia is KHA. I'm not sure whether this means Khalkha or Khan. After all, the Mongolia today is Khalkha. I'm not sure how much does the situation in 21C affects the decision that PDX made for a 1444 game.

Khalkha, Koshut and Zhungaria -- Personally speaking I don't want these tags being wasted. I would be happy to see these tags gradually exist and play big roles in later game.
It's because in EU3 and early EU4 OIrats, Harchin etc were entiely different things from Mongolian so Mongolia was called the 'Mongol KHAnate" which was a tiny rump which was almost impossible to play as.

Khalkha is KLK etc. Personally I agree though I don't think Paradox wants to manage the later start dates. So unless Ese Taishi's downfall, Dayan Qaan reign and reforms, the quasi uncentralized but unified nature of the proceeding century etc are modeled through event chains or mechanics like Tibet being able form into those 3 tags I can't see them adding to them.
 
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I hope I'm not too late to ask, but is it possible to have an option to adjust multiple state edicts at once?? like let's same I'm playing in Japan, and I've just finished consolidating the region, formed Japan.. and autonomy is extremely high everywhere.. Rather than go state to state doing edict, it'd be nice to click centralize state edict, and then add it to each state at once!
 
I hope I'm not too late to ask, but is it possible to have an option to adjust multiple state edicts at once?? like let's same I'm playing in Japan, and I've just finished consolidating the region, formed Japan.. and autonomy is extremely high everywhere.. Rather than go state to state doing edict, it'd be nice to click centralize state edict, and then add it to each state at once!
If you mean you want to be able to quickly set up edicts across the country, macro-builder interface can help you already. Just click on the 'states'.