Ming

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Empire rankMing
Ming.png
Primary culture
Jianghuai (Chinese)

Capital province
Beijing (1816)

Government
Celestial EmpireGovernment monarchy.png

State religion
ConfucianConfucianism.png

Technology group
ChineseChinese technology group
Ming ideas
Traditions.png Traditions:
−20% Fort maintenance
−10% Idea cost

Fort defense.png Nine Garrisons of The Great Wall

+5% Fort defense
+25% Garrison size

Discipline.png Revive the Three Grand Divisions

+5% Discipline

Stability cost modifier.png Inward Perfection

−10% Stability cost modifier

Production efficiency.png Repair the Yellow River Dykes

+10% Production efficiency

Trade efficiency.png Restore the Salt Monopoly

+10% Trade efficiency

National tax modifier.png Single Whip Law

+10% National tax modifier

Land leader fire.png The Red Cannon

+1 Land leader fire

Idea bonus.png Ambitions:

+30% Improve relations

Ming Ming is an extremely large country in eastern Asia. The Ming era has traditionally been held as one of the high points of China's long history. By the game's start in 1444, however, these merchant adventures have stopped and China has turned inward. The Ming court has begun to adopt an isolationist outlook to foreign affairs. Furthermore, court eunuchs and bureaucrats have begun a power struggle to influence the future of China. This manifests within the game as a system of competing factions. Managing these factions will be one of the great tests for players as a Chinese ruler.

Strategically, Ming is in the best position in the game, rivaling the Ottomans in their start. Holding the entirety of the extremely populous Chinese region, it has an unrivaled base tax and more provinces than any country in the world, with no major rivals that pose an immediate threat. However, its provinces are administered with high autonomy due to the Celestial Empire government, severely limiting the manpower and tax income available to the emperor. While the Jurchen (Manchu) and Mongol hordes are fractured for the moment, given enough time, unified horde armies can pose an existential threat to Ming.

Celestial Empire[edit]

Ming Ming has a unique government form called the Celestial Empire, reflecting the Chinese belief that a well-governed empire was evidence of divine sanction and blessing, whereas a poorly governed or tyrannical one was evidence that the Emperor could be deposed. There is a way for Ming to reform and remove this archaic system, that is to embrace the institutes; Renaissance, Colonialism, Printing Press, and either one of the following; Global Trade, Manufacteries, or Enlightenment. Upon embracing the required institutes, a Decision can be made to change into a Constitutional Monarchy, but only with a ruler with 4 monarch points in any category.

Type Technology level Effects Description & notes
Celestial Empire 0
  • Institutions.png +10% Institution embracement cost
  • Minimum province autonomy 50%.
  • Prestige.png +0.5 Prestige
  • Number of states.png +8 States
  • Uses factions, (the Bureaucrat, the Temple and the Eunuch)
  • No estates
The Celestial Empire proclaims its rulers to be sons of the heaven who are born to govern the country in divine right. (More info.)
  • Only available for the Ming Ming.
  • Fixed rank: Empire rank Empire

Mandate of Heaven[edit]

The Mandate of Heaven is a triggered modifier exclusive to Ming Ming. The Mandate of Heaven is a belief in the ancient Chinese and philosophical idea in the Chinese dynasties that Heaven granted the emperor the right to rule based on their ability to govern well and fairly.

Although Ming is a cultural union, nationalist rebels can revolt if "Mandate of Heaven Lost" is active. This is what causes the "Mingplosion".

Additionally, an emperor can lose his right to rule if he loses the Mandate of Heaven, which can occur in-game.

Modifier Requirements Effects
Mandate of Heaven
  • Stability is at least 0
  • Have legitimacy of at least 60
  • Have at least 20 cities
  • Stability cost modifier.png −10% Stability cost modifier.
  • National unrest.png −5 National unrest.
Mandate of Heaven Lost
  • One of the following true
    • Stability is less than 0
    • Have legitimacy less than 60
    • Have fewer than 20 cities
  • Stability cost modifier.png +50% Stability cost modifier.
  • National unrest.png +10 National unrest.

Factions[edit]

Main article: Factions

Three factions compete for power and influence within the Ming Empire. Each faction has unique events that can increase or decrease their influence, and the player can use monarch points to boost a factions influence by 10. When a faction's influence is dominant its modifier will apply. This system replaces the The Cossacks DLC's estate system used by most countries.

Faction Effects Increase Influence
China eunuch.pngEunuch
  • Provincial trade power modifier.pngProvincial trade power modifier: +10%
  • Diplomatic reputation.png Diplomatic reputation: +1
  • Stability cost modifier.png Stability cost modifier: +10%
10 Diplomatic power.png Diplomatic power
China temple.pngTemple
  • Manpower recovery speed.pngManpower recovery speed: +10%
  • Unjustified demands.pngUnjustified demands: -25%
  • Diplomatic relations.pngDiplomatic relations: -1
10 Military power.pngMilitary power
China bureaucrat.pngBureaucrat
  • Construction cost.pngBuild cost: -10%
  • Possible advisors.pngPossible advisors: +1
  • Discipline.png Discipline: -5%
10 Administrative power.pngAdministrative power

Missions[edit]

Military power.png Restore the old frontier


Ever since the Han Emperors the people of Dai Vet have recognized the mandate from heaven that the great Emperor has. It is time to remind them once again.


 
Target provinces

All provinces owned by Dai Viet Dai Viet.


Mission trigger.png
Triggers
Acquisition conditions

This country:

Dai Viet:

  • is not a subject nation.
  • is a neighbour of Ming.
  • is in the same religious group as Ming.
  • has less cities than Ming.
Acquisition chance

Base weight: 3000

Modifiers

Ming has an opinion of less than 0 towards Dai Viet: ×2.0

Success conditions

Ming:

  • has the temple faction in power.
  • owns all target provinces.

Dai Viet:

  • does not exist.
Failure conditions

Any of the following:

  • Ming does not have the temple faction in power.
  • Ming is a subject nation.
  • Ming is the lesser partner in a personal union.
  • Dai Viet does not exist.
  • Dai Viet is not in the same religious group as Ming.

Mission effect.png
Effects
Reward

Ming Ming:

  • Gain “Inspiring Victory” modifier for 10 years:
    • +1 Prestige.png Prestige
    • +10% Manpower recovery speed.png Manpower Recovery Speed
Temporary effects

Ming gains claims on all target provinces.

Military power.png Defend Korea


The Japanese have invaded Korea and are threatening to turn the Southern tip of the peninsula into a base for their hated Wokou pirates. We must ensure that they do not gain a foothold.


 
Mission trigger.png
Triggers
Acquisition conditions

This country:

Korea:

  • is at war with Japan.
  • is a neighbour of this country.
Acquisition chance

Base weight: 3000

Modifiers

This country has a ruler with a military skill of at least 4: ×2.0

Success conditions

This country is not at war with Japan.
Japan does not own a province in the areas of: North, Central and South Korea.

Failure conditions

Any of the following:

  • This country is not at war with Japan.
  • This country is a subject nation.
  • This country is the lesser partner in a personal union.

Mission effect.png
Effects
Reward

This country gains a claim on all provinces in the areas of: North, Central and South Korea.

Temporary effects

None

Diplomatic power.png Colonize Taiwan


The island of Taiwan is sparsely populated by uncivilized savages, we should open these lands up for Chinese settlement.


 
Mission trigger.png
Triggers
Acquisition conditions

This country:

  • is Ming Ming or Qing Qing.
  • has either the faction system is disabled or the eunuch faction is in power.
  • owns Nanjing (1821).
  • has at least 1 colonist.
  • has at least 1 home port.
  • does not have the modifier “Colonial Enthusiasm”.
  • has not yet completed this mission successfully.
  • does not own a province of Taiwan.
  • At least 1 province of Taiwan is empty.
Acquisition chance

Base weight: 2000

Modifiers

This country has a ruler with a administrative skill of at least 4: ×2.0

Success conditions

This country:

  • owns a province with at least 400 settlers in the Taiwan (area).
  • has either the faction system is disabled or the eunuch faction is in power.
Failure conditions

Any of the following:

  • This country has the faction system and the eunuch faction is not in power.
  • All provinces of Taiwan are colonized and not owned by Ming.
  • This country has no home ports.

Mission effect.png
Effects
Reward

This country:

  • Gain “Colonial Enthusiasm” modifier for 10 years:
    • +5% Settler chance.png Colonist chance
    • +25 Global settler increase.png Global settler increase
Temporary effects

None

Events[edit]

Main article: Ming events

The events for Ming China are a mixture of religious, reformation, and political events, from "The Arrival of Jesuits" to "The Closure of China" and "Qi Jiguang's Army Reforms". They will affect the country in many diverse ways, bringing factions in and out of favor and adding extra flavor.

Decisions[edit]

Execute decision.pngRepair of the Great Wall


Parts of the Great Wall are in dire need of extensive repair. In its current state it doesn't offer sufficient protection for our northern provinces.


 
Potential Requirements

This country:

  • is either Ming Ming or Qing Qing.
  • owns all of the following:
    • Taiyuan (693), Hejian (695), Baoding (696), Datong (697), Lanzhou (699), Xi'an (700), Yumen (707), Alxa (709) and Beijing (1816).
  • does not have the modifier “Reparations of the Great Wall”.
Allow

This country:

  • has a ruler with a military skill of at least 5.

Effects

This country gets the modifier “Reparations of the Great Wall” for the rest of the campaign with the following effects:

  • Fort defense.png+25% fort defense,
  • Fort maintenance.png+10% fort maintenance.


Execute decision.pngConstruct the Forbidden City


The Forbidden City will be a glorious national monument, increasing our prestige and promoting stability.


 
Potential Requirements

This country:

  • is Manchu Manchu, Ming Ming or Qing Qing
  • has its capital in Beijing (1816) or Nanjing (1821).
  • does not have the modifier “The Forbidden City”.

If AI, is not playing a custom nation

Allow

This country:

  • is not at war
  • has a level 3 Advisor Statesman.png statesman as advisor or a ruler with an administrative skill of at least 3.
  • has either the faction system is disabled or the Bureaucrats faction is in power.
  • has a Icon stability.png stability of at least +3.
  • has at least Gold Icon.png 1 year's worth of income.
  • has at least Administrative power.png 50 administrative power.

Effects

This country:

  • loses Gold Icon.png ducats equal to 1 year of income
  • loses Administrative power.png 50 administrative power
  • gets the modifier “The Forbidden City” for the rest of the campaign with the following effects:
    • Stability cost modifier.png −10% stability cost modifier,
    • Prestige.png +0.5 yearly prestige.

AI will not take this decision with less than Gold Icon.png 1.5 years' worth of income in the treasury or less than Administrative power.png 100 administrative power.


Execute decision.pngGovernment Reform


Having strengthened our government institutions sufficiently we can break the power of our court factions and ensure the direct control of our Emperor.


 
Potential Requirements

This country:

  • is a celestial empire
Allow

This country:

  • has a ruler with either a administrative, diplomatic, or military skill of at least 4.
  • has embraced feudalism
  • has embraced renaissance
  • has embraced colonialism
  • has embraced printing press
  • has embraced either global trade, manufactories, or enlightenment

Effects

The government type changes to a constitutional monarchy

Strategy[edit]

The Mandate of Heaven is a strong modifier to ensure stability within the country, it is very important to keep it alive, losing it will mean an increase of National unrest.png +15 National unrest in total and an increase in stability cost. Rebels, including nationalists from cultures in Ming's cultural union, will rise up in every corner, while income and maximum manpower will be reduced. This is incentive to gain the needed institutions to rid of Ming of the Celestial Empire. However, Ming with the Mandate of Heaven is more stable than most countries. A Ming without Mandate of Heaven is not necessarily doomed, but the threat of rebellions effectively prohibits waging wars while the Mandate of Heaven is lost. The goal is to regain the Mandate of Heaven as soon as possible. To avoid losing the mandate of heaven due to low stability, Ming should make sure that it has at least +2 stability in case of sudden events and emperor deaths and keep large amounts of administrative power saved for those cases.

Losing the Mandate of Heaven due to low legitimacy is a more difficult issue. With the expansion "Common Sense", surviving this will be significantly easier, since this has the option to retire an unhired advisor to gain a new one. But not in the base game. This is costly, but allows to selectively search for a theologian advisor (-2 national unrest). With this, Ming can bring its national unrest down to manageable levels, while hoping for an event that increases legitimacy. It goes without saying that Ming should stockpile money for this eventuality. If Ming doesn't have enough cash reserves, going into debt might be a better option than leaving the unrest unchecked. If the current heir to the Celestial Empire only has a weak claim to the throne, Ming can try to switch to the Bureaucrat Faction and hope for the event that increases his claim strength.

Also, Ming's Celestial Empire gives Ming an automany floor of 50% which is arguably much more hurtful to Ming than the Mandate of Heaven, however this can save Ming admin points. Since Ming can't lower the automany lower than 50%, Ming should never fully core their states. It is best for Ming to leave them as territorial cores in a state. This is the main reason why people get rid of the Celestial Empire as this turns 1100 development Ming into 550 development Ming.

Except for these major disadvantages, Ming itself is an extremely powerful country. It is the largest country in the world at 1444 with over 1100 development and therefore will be the strongest power in Far-East Asia as long as they can maintain their stability and legitimacy. It is recommended to warn all of Ming's neighbors and prevent them from uniting into a force that can threaten Ming. Trade, military expansion, and colonization are all valid methods for the Ming to expand their power and a well managed can in time match up to even the largest European powers.

Achievements[edit]

Kow-Tow icon
Kow-Tow
As Ming, have a subject from each religion group.
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