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Kingdom rankTimurids
Primary culture
Uzbek (Altaic)

Capital province
Samarkand (454)

Steppe NomadsGovernment steppe horde.png

State religion

Technology group
NomadicNomadic technology group
Timurid ideas
Traditions.png Traditions:
+25% Income from vassals
−5 Years of separatism

Prestige decay.png Timurid Architecture

−1% Prestige decay

Cavalry combat ability.png Mantle of the Great Khan

+20% Cavalry combat ability

Cost of reducing war exhaustion.png Unleash the Tiger

−10% Cost of reducing war exhaustion

Legitimacy.png Chagatai Literature

+1 Yearly legitimacy
+1 Yearly horde unity

Technology cost.png Timurid Renaissance

−5% Technology cost

Trade power.png Salaried Officials

+25% Domestic trade power

Prestige.png Build the Largest Mosque in the World

+1 Yearly prestige

Idea bonus.png Ambition:

+5% Discipline

In 1444, Timur Lenk (aka Tamerlane) is long dead, but the remnants of his empire still control the Persian heartland. The Timurids are a Sunni steppe horde. Their position gives them easy access to the formation of Flag of Mughals Mughals which they can do by conquering some of Flag of Delhi Delhi and Flag of Jaunpur Jaunpur's starting territories.

The Timurids' starting position is precarious due to the high variation of the religion and culture of the empire. Revolts are frequent, and can be particularly dangerous when combined with the additional rebels caused by its Steppe Nomad government. Reforming into a non-tribal government will be difficult, unless the player forms the Flag of Mughals Mughals, but will allow the Timurids to become a major player in world politics due to its powerful starting position and its access to the Muslim technology group and land units.


Main article: Timurid missions

Timurid missions are mainly focused around conquering and vassalising its neighbours, Flag of Persia Persia in particular should it appear.


Msg event.pngThe Disintegration of the Timurid Empire

Ulugh Beg had earlier been viceroy of Transoxiana. After his succession to the throne the Timurid Empire fell into anarchy, the Turkmen horde known as the White Sheep conquered much land, while the Uzbeks looted Samarkand. Petty princes took over the rule, and local dynasties sprang up.

Trigger conditions
  • Is Flag of Timurids Timurids
  • Ruler has less than 3 in all skills
  • Does not have a regency
  • Year is between 1450 and 1500
Mean time to happen
  • This event is randomly triggered upon a new ruler

Event button 547.png
Attack all traitors
  • If Flag of Mughals Mughals does not exist then for every owned province that is a core of Flag of Mughals Mughals and can spawn Separatist rebels.png separatist rebels:
    • Separatist rebels.png Size 6 separatist rebels led by "Bâbur Timurid" rise in revolt in a random province
    • Separatist rebels.png Size 1 separatist rebels rise in revolt in remaining provinces
  • Size 2 rebels rise in revolt in 3 additional random provinces
Event button 547.png
Bribe all traitors
  • Lose Expenses.png2 years of income
  • Gain Inflation reduction.png5 inflation

Msg event.pngIsmail's Resurrection of Persia

Ismaïl emerged at the age of 14 to take his father's position as head of the Kizilbash (a Shiite Turkmen tribe). He quickly established a base of power in north-western Persia, and in 1501 he took the city of Tabriz and proclaimed himself Shah of Iran. In a succession of swift conquests he crushed the Ak Koyunlu (White Sheep Turks) and resurrected the nation of Iran under his Safavid dynasty.

Trigger conditions

The country:

  • is the Flag of Timurids Timurids.
  • owns at least 1 province that is a core of Flag of Persia Persia.

Flag of Persia Persia does not exist.
The year is before 1550.
This event happens only once.

Mean time to happen

2000 months

Event button 547.png
Crush the Shiite rebels

Every Timurid provinces that is a core of Persia:

  • gets the modifier “Peasants Rage” for 5 years with the following effects:
    • Local unrest.png10 local unrest.

Msg event.pngUlugh Beg's Observatory

Our illustrious monarch, Ulugh Beg, has indicated that he desires to build a grand observatory so that Samarkand will become the center of astronomical learning for the entire world. His beliefs are summarized by the words he wishes to have carved on its walls: 'Religions rise and fall, empires crumble into dust, but the works of science are for all time'. But however noble his intentions, such projects are very costly. Should we build the observatory?

Trigger conditions

The country:

  • is the Flag of Timurids Timurids.

The year is before 1465.
This event happens only once.

Mean time to happen
  • 200 months

Event button 547.png
Build it!

The Flag of Timurids Timurids:

  • lose Expenses.png1 years of income
  • gain Administrative power.png50 administrative power
  • gain Diplomatic power.png50 diplomatic power
  • gain Military power.png50 military power
Event button 547.png
We have neither the time nor the money for such foolishness!

The Flag of Timurids Timurids:

  • lose Prestige.png5 prestige.


Like other nomads, Timurids can reform the government to Government monarchy.png Iqta by decision. However, a usually better option is to form Flag of Mughals Mughals, which is also an Iqta. This requires conquering most of Flag of Delhi Delhi, but has no Icon stability.png stability or idea group requirement (and does not reduce stability), does not cost Administrative power.png administrative power, the country also gets Indian units which are better than Muslim (more fire pips), the country gets permanent claims on the entire Indian subcontinent, the country's rank is upgraded to empire, and finally the renamed country gets new and superior ideas and events.

Execute decision.pngForm Mughal Empire

$MONARCH$ has begun to lay the foundation of his new empire. Although inferior in numbers, his well-disciplined troops have managed to achieve several decisive victories against the Sultans of India. The battle of $CAPITAL$ became the first great victory in a series of territorial expansions and, with time, the empire of the Mughals could stretch over the larger part of the Indian plateau.
Potential Requirements

The country:


Flag of Mughals Mughals does not exist
The country:

  • Change country to Flag of Mughals Mughals.
  • If a member of the Imperial authority.png HRE and not an elector or the emperor, all own provinces are removed from the HRE.
  • Become an Empire rank empire.
  • Gain a permanent claim on all not owned provinces in the Indian subcontinent.
  • Gain Prestige.png25 prestige
  • If technology group is Nomad technology group Nomad, change to Muslim technology group Muslim.
  • If not the celestial empire, change government type to Change government type.png Iqta.
  • Change unit type to Indian technology group Indian. (This also sets the insufficient support ratio to 50%, rather than the Muslim group's 80%.)
  • If not using custom ideas, get the event ‘New Traditions & Ambitions’.

Execute decision.pngReform the Government (Steppe nomads)

For many years now our more advanced neighbors have laughed at us for our backward form of government. Well, no longer - as of today our great leader is a King!

Potential Requirements

The country:


The country:


The country:

  • loses Icon stability.png5 stability.
  • loses Administrative power.png200 administrative power.

If the country:

then it:

  • becomes an iqta.
  • changes its technology group an unit type to Muslim.

If the country:

  • is in the Nomadic technology group nomadic technology group,
  • is Christian,

then it:

If the country:

then it:


Starting Position[edit]

The Timurids start out as one of the most powerful countries in the game. They are second only to the Ming Empire in terms of development, ahead of even France and the Ottomans. Being strong naturally means that the Timurids have no real threats in the near vicinity for most of the game, however, the Ottomans in the West are overly ambitious and will work their way towards the Timurid borders soon. What's worse is that most of the times they will rival the Timurids at the start of the game since they are one of the few nations that is in the same league in terms of power and political standing. Even though the Timurids start out strong they are pretty much a glass cannon, considering their precarious internal situation. They have a huge variety of non-accepted cultures with tendencies to spawn separatist rebels, they have a bulk of their provinces that follow the Shia denomination of Islam severely impacting religious unity, they have increasing corruption from low religious unity, they have negative income at the start of the game, and lastly their horde unity mechanic is a ticking bomb for frequent civil wars if not monitored carefully. Being in the Nomadic technology group, they also suffer the +50% slower institution growth modifier, making it take longer for new institutions to spread to their land. Timurids also start with the Khanate goverment type. which gives you +20% National manpower modifier, +20% Land force limit modifier, +50% Looting speed, the player doesn't pay money for reinforcing armies, +25% shock damage increase for nomads on plains-like territory, -25% shock damage decrease for nomads on non-plains-like territory and a tribal conquest casus belli which allows them to declare war on any nation at will, as well as the option to raze conquered provinces (The Cossacks DLC needed). These bonuses can be a huge help for the player when dealing with enemies and rebels.

Geographical position[edit]

The three big countries to the west; the Flag of Ottomans Ottomans, the Flag of Mamluks Mamluks, the Flag of Qara Qoyunlu Qara Qoyunlu will most likely rival the Timurids at the start of the game. Fortunately, since they desire each other's lands, they will also rival each other and battle amidst themselves first for dominion over the Levant. One of the possible moves leave them to fight it out giving the player enough time to focus on other fronts. To the north, neighbouring countries like the player, also fall within the nomadic technology group. However being much smaller and weaker than the player, they will actually either be threatened or friendly by the Timurids. Nogai, Uzbek, Oirat Yarkand and Baluchistan make decent allies. The player can choose not to join their offensive wars, and also choose carefully not to ally all of them if they are rivaled to one another. In this case, it is advisable for the player to choose from the strongest to the weakest. In the east are the Islamic sultanates of India, a very good expansion route for the Timurids. Historically, Timurids lost ground on the western front but strengthened their position by taking lands these rich eastern lands in the Indian region.

Starting moves[edit]

The main goal of the Timurid strategy herein is to rush the formation of the Flag of Mughals Mughals through the national decision, but before this can be done, the player needs to ensure that the Timurids given their iffy balance do not implode on themselves from rebellions. Firstly, the player will need to deal with the negative income. This can be achieved by demolishing some of the 7 forts in the area if not all and disbanding all fleets, since they are not required strategically as the Timurids are a land based power. Secondly, the player need have deal with the massive unrest in the country. This can be achieved by hiring a theologian (administrative adviser). Most guides would suggest releasing Persia as a vassal to help with the unrest, and although this is a viable strategy it will end up costing the player a ton of diplomatic points to re-annex them, and further more, the player will have to give up the most developed provinces to form Persia. Hence, it is highly likely that Persia will rival the player's power and will therefore have high liberty desire, consequentially asking the rivals of the player to support independence. Releasing Persia lowers the player's development and making it drastically slower to form Mughals as the player needs 600 development for the national decision. Converting provinces must be done with caution to avoid an increased unrest that could trigger a rebellion.

Before the player chooses his rivals he should take the mission "Riches of India". This mission will give the player claims to Multan, Lahore, Sirhind, Doaba, Sialkot, Margalla and Sind Sagar provinces. The player's missions can change depending of the rivals he chooses. Next the player will need to set up rivals, preferably Delhi and Qara Qoyunlu. For the third rival, it is up to the player. The player can use Send warning diplomatic action to deter the player's neighbours in India from being aggressive toward each other. The player should also make an alliance with Baluchistan as they can be easily be made a vassal diplomatically. The player can use the threaten war diplomatic action on Multan to get the Sind Sagar province. The player should use the threaten war action as soon as possible (11 December, 1444). Now the Player should have a border with Delhi and Delhi shouldn't have any allies yet. Before declaring wars the player should start building spy network in Qara Qoyunlu and Jaunpur. The player should declare war on Delhi with the Tribal conquest CB. Take Lahore, Sirhind, Panipat and Delhi provinces from Delhi. Now before there is any chance for a coalition to start the player should declare a tribal conquest war on Jaunpur and take only Central Doab from them. The player should remember to fabricate a claim on Central Doab. This province is needed to form the Mughal Empire. The only thing the player should now lack is the required development of 600. The player should attack nation that aren't in India so the player's aggressive expansion can tick down. Fabricate claims on Qara Qoyunlu and attack them. When The player has 600 development the player can form Mughals which has new national ideas and gives a permanent claim on all provinces in Bengal, Hindustan, Rajputana, Deccan, Coromandel and West India regions that are not already owned. It also changes the technology group to Muslim which has considerably lower extra monarch point cost to technology research than the Nomadic technology group. It removes the horde mechanics by reforming the government, allowing the player to completely bypass the mission to reform the government which requires administrative points. Furthermore, it helps deal with the religious unity from the Mughal idea 2: An Indian Padishah.

This is one of the good options available to the player, who will have successfully started their campaign as the Timurids and converted into one of the best countries in the game, The Mughals.

Country guides

Eastern technology group Eastern.png Jerusalem.png Jerusalem
Muslim technology group Muslim.png Arabia.png Arabia Hejaz.png Hejaz Khiva.png Khiva Mughals.png Mughals Oman.png Oman Persia.png Persia Shammar.png Shammar
Indian technology group Indian.png Assam.png Assam Bahmanis.png Bahmanis Bengal.png Bengal Ceylon.png Ceylon Gujarat.png Gujarat Jaunpur.png Jaunpur Orissa.png Orissa Vijayanagar.png Vijayanagar
Chinese technology group Chinese.png Bali.png Bali Brunei.png Brunei Dai Viet.png Dai Viet Japan.png Japan Khmer.png Khmer Korea.png Korea Lan Xang.png Lan Xang Majapahit.png Majapahit Malaya.png Malaya Pagarruyung.png Pagarruyung Pasai.png Pasai Qing.png Qing Sulu.png Sulu Sunda.png Sunda
Nomadic technology group Nomadic.png Jianzhou.png Jianzhou Manchu.png Manchu Qara Qoyunlu.png Qara Qoyunlu Timurids.png Timurids Uzbek.png Uzbek

Central African technology group Central African.png Mutapa.png Mutapa
East African technology group East African.png Kilwa.png Kilwa
Muslim technology group Muslim.png The Mamluks.png MamluksTunis.png Tunis
West African technology group West African.png Mali.png Mali Mossi.png Mossi

Western technology group Western.png United States.png United States
Mesoamerican technology group Mesoamerican.png Maya.png Maya
North American technology group North American.png Cherokee.png Cherokee Creek.png Creek Huron.png Huron Iroquois.png Iroquois Pueblo.png Pueblo

Andean technology group Andean.png Cusco.png Cusco Muisca.png Muisca
South American technology group South American.png Mapuche.png Mapuche