- +25% National manpower modifier
- −10% Land maintenance modifier
- +1 Yearly legitimacy
- +1 Yearly horde unity
- −25% Core-creation cost
- +20% Cavalry combat ability
- +10% Provincial trade power modifier
- +20% Manpower recovery speed
- −10% Development cost
- +2 Tolerance of heathens
- +10% Institution Spread
The Golden Horde was the western branch of the great Mongol Empire, and the dominant power in Eastern Europe and the western Eurasian steppe from the 13th to the early 15th centuries. By 1444, the Golden Horde has splintered into several squabbling successor states, which proved unable to resist the expansion of a newly united Russia. In-game, if any of these states manages to conquer the others and subdue Russia, they may reform the Golden Horde and reclaim the Mongol legacy.
Prior to patch 1.19, the Great Horde - one of the successor states - was known as the Golden Horde.
This infobox may contain outdated information that is inaccurate for the current version of the game.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 1.19.
Centuries ago our Great Father united our ancestors in their ancient homeland. He died leaving his sons to squabble and split his mighty empire into petty fiefs, small, weak and unworthy of his legacy! The disjointed remnants still sweep across the steppes instilling fear in the hearts of his enemies just like the Great Mongol army once did.
No more! A worthy people still carrying the banner of his legacy ride across these lands! While we now bow before a new God, the blood of Genghis Khan still flows through our veins. We are the Golden Horde and we are coming for what is rightfully ours!
If this country is AI-controlled, then it:
As Great Horde
The Great Horde is arguably the easiest nation to form the Golden Horde with, as they are already moderately strong and border a number of the provinces required for the decision. They border several weaker neighbours, which can be razed to increase Horde Unity.
Conquest and Opening Moves
The biggest contender for control of the region is Muscovy, who can quickly become a major superpower as they integrate their vassals and conquer Novgorod. While the Great Horde can field strong armies with it's Steppe Nomads government type, Muscovy tends to integrate their vassals and conquer Novgorod fairly quickly. Once they do this, they can rapidly become more powerful than the Great Horde, progressing in military technology much faster. Consequently it is essential that you do as much damage as possible to Muscovy early on in the game to consolidate your power, possibly even wiping them out. This way you can make the best use of your bonuses before technology makes them irrelevant.
A good strategy is to quickly declare war on Ryazan as they are independent and their provinces are required to form the Golden Horde. Muscovy usually vassalizes them in the first few decades of the game, so this should be your first move. The peace deal is up to the player, but they should take at least two provinces and leave them uncored to raze if Horde Unity gets low. One can fairly easily vassalize whatever is left. The next step should be to attack Crimea as they often ally with the Ottomans, and if that happens the land is more or less off limits. You can also declare war on the nations of the Caucasus, such as Georgia, Shirvan and Gazimukh, as these nations are small and easy territory. Shirvan and Gazimukh may accept diploatmic vassalization or becoming a tributary state (Steppe Nomads are able to create tributary states like countries in the Eastern religion group, a useful ability).
Early game allies can vary from game to game, but the following are good choices:
- Nogai and Uzbek are both strong hordes that can bolster your military during wars. However, usually at least one of them rivals the player or the other, making an alliance with both unlikely.
- Kazan isn't a terrible choice, but due to their smaller size and possibility of rivalling the player it might be best to attack them for Horde Unity.
- If you can manage to ally Novgorod and the stars align you might be able to trap Muscovy in a two front war. However, Novgorod often gets crushed rather quickly, and might drag you in before you're ready, so this isn't really recommended.
- Sometimes you might be able to get Poland (possibly with Lithuania depending on whether or not the Personal Union formed) in an alliance. Since royal marriages aren't possible between Muslim and Catholic nations, this will usually because Poland rivals Muscovy and you get the diplomatic relations bonus from sharing a common enemy. At that point you can improve relations, send gifts, offer access, subsidies, whatever it takes to get the relations up. Having Poland+Lithuania is enormously useful and makes things go a lot smoother. This is especially true if Muscovy makes an ally like Denmark, who can quickly field large armies and has large manpower reserves. If Muscovy is allied with Denmark and your only allies are the hordes, the war can quickly become quite difficult. It isn't 'impossible' to take the required provinces from Muscovy if this happens, but facing Muscovy and Denmark (along with Sweden and Norway) can very quickly get out of control. If this happens, focus more on fighting smaller countries and rapidly expanding to ensure you don't fall behind. A good target are whatever remains of Qara Qoyunlu after the Ottomans are finished with them. One might even be able to capitalize on the inevitable collapse of the Timurids.
- The Ottomans are always excellent allies. However, they may be preoccupied or unwilling to ally because of your army strength.
General Early Game Tips
- When you start out the Great Horde doesn't make a lot, and your trade position isn't really fantastic. For the first little bit just collect from your home node because it's the only place you'll have any real power for a while. To bolster your income, it would be a good idea to demolish all of your forts. The Great Horde is the complete opposite of a defensive nation and being a horde you should be on the offense. For a low income nation with generally poor development the forts are just a hefty drain, even when mothballed.
- When you fight the smaller countries before the big war with Muscovy, don't forget to demand all of their money and war reparations if you can to get a nice income boost.
- Save your monarch points! You have to deal with a 15% institution spread rate early game, which doesn't seem like much but if you're not effectively allocating your monarch points the gap between you and your non-horde neighbours increases. Be frugal with taking too many provinces - it's inevitable that they won't all be cored right away because of razing, but taking land directly is even more dangerous not only because you're spending administrative points needlessly, but because the Horde Unity mechanics make overextension worse if you have less than 50. Only take provinces you need for HU and vassalize small nations. And of course, don't spend anything on developing provinces. It's a waste for an expansionist country, which you will be, and you'll make up for poor development later.
- Use your cavalry! Since you don't have the same insufficient support modifier you can build armies of almost entirely cavalry. On the battlefield this can devastate early game armies. Fight your battles on flat terrain and the only thing that can stop you is sheer numbers. Be conscious on your manpower, however, because running out of manpower can make things complicated.