- +25% Income from vassals
- −5 Years of separatism
- −1% Prestige decay
- +20% Cavalry combat ability
- −10% Cost of reducing war exhaustion
- +1 Yearly legitimacy
- +1 Yearly horde unity
- −5% Technology cost
- +25% Domestic trade power
- +1 Yearly prestige
- +5% Discipline
In 1444, Timur Lenk (aka Tamerlane) is long dead, but the remnants of his empire still controls the Persian heartland. The Timurids are a Sunni steppe horde. Their position gives them easy access to the formation of Mughals which they can do by conquering Delhi'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 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, Persia in particular should it appear.
The 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||Mean time to happen
Attack all traitors
Bribe all traitors
Ismail'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.
Persia does not exist.
|Mean time to happen
Crush the Shiite rebels
Every Timurid provinces that is a core of Persia:
Ulugh 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?
The year is before 1465.
|Mean time to happen
We have neither the time nor the money for such foolishness!
Like other nomads, Timurids can reform the government to Iqta by decision. However, a usually better option is to form Mughals, which is also an Iqta. This requires conquering most of Delhi, but has no stability or idea group requirement (and does not reduce stability), does not cost 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.
If the country:
If the country:
If the country:
This section 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 1.17.
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 +75% monarch point cost to technology research. 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.
The three big countries to the west; the Ottomans, the Mamluks, the 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.
The main goal of the Timurid strategy herein is to rush the formation of the 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 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.