# Mongol Khanate (蒙古汗国 / Yeke Mongol Ulus) — V3 Start 1836 ## Basic Info - **Official Name**: Yeke Mongol Ulus (大蒙古国) — claims Genghis Khan's legitimate succession - **Capital**: Karakorum (rebuilt/symbolic) or a practical steppe-mining town - **Head of State**: Khan (Genghisid bloodline, Tolui descent — direct line from Genghis Khan, 600+ years) - **Government**: Traditional khanate. Khan + council of tribal chiefs (khuriltai) + mining town representatives (new addition). Hybrid: steppe tradition meets industrial pragmatism. - **State Religion**: Tibetan Buddhism + Tengri shamanic remnants - **Technology Tier**: 3 (mining/processing from nationalized Song operations. Some railways at mines. Telegraph in mining towns. Steppe is pre-industrial.) - **Population**: Very small (~2-3M across a VAST territory) - **Literacy**: Low overall (nomadic), moderate in mining towns ## Territory - **Mongolia proper**: Steppe heartland. Karakorum. Pastoral nomadism. - **Northern Manchuria / Jianzhou border zone**: Forest, Jurchen/Evenki peoples, hunting/fishing. - **Eastern Siberia**: Vast, nominally claimed. Some fur trading posts. Largely unexplored. - **Mineral deposits**: Copper, gold, coal, iron — nationalized from Song companies (~1650). Scattered across the territory. ``` Great Khanate (west — vast, declining, serfdom) │ ── Siberia (north — empty, claimable) ── │ │ MONGOL KHANATE Far East / Pacific coast (vast steppe + mines) (nominally claimed, barely explored) │ ├── South: New Song (enormous, former economic colonizer) ├── Southeast: Jianzhou Republic (industrial, raidable, buys Mongol minerals) └── East: eventually → Bering Strait → awareness of Americas ``` ## The Last Free Steppe Mongolia is the **only remaining fully sovereign nomadic-origin state in the world**. Every other Mongol successor state has been absorbed, civilized, or destroyed. Mongolia alone maintains the steppe way of life — while also operating nationalized mines with industrial equipment. This contradiction IS Mongolia. ## The Raiding Economy (掠夺経済) ### Why Mongolia Raids ``` Mongolia's paradox: ├ Has minerals → some cash income ├ Has livestock → self-sufficient in food (barely) ├ But: manufactured goods, weapons, luxury items → must import ├ Import from where? Jianzhou (expensive), Song (strings attached), Great Khanate (poor quality) └ Alternative: TAKE them Raiding is not just banditry — it's an ECONOMIC SYSTEM: ├ Horseback riders cross borders → hit settlements/mines/caravans → take goods → disappear into steppe ├ Targets: Jianzhou frontier (rich, poorly defended borders) │ Song border settlements (risk: provoking the giant) │ Great Khanate's Kazakhstan fringe (weak, far from Volga) │ Occasionally: Korean or even Japanese coastal raids (rare, need boats) ├ Goods taken: manufactured items, weapons, food, livestock, sometimes people └ The steppe is ungovernable → raiders melt into the landscape → impossible to catch ``` ### V3 Raiding Mechanic ``` Player (as Mongolia) can launch raids on any neighbor: RAID JIANZHOU: ├ Easiest target (long open border, rich frontier settlements) ├ Loot: industrial goods, weapons, machinery parts ├ Risk: LOW per raid (Jianzhou's mechanized army can't catch horse raiders) ├ Cumulative risk: Jianzhou builds frontier defenses → raids get harder over time └ Relationship damage: Jianzhou may embargo mineral trade in retaliation RAID SONG BORDER: ├ Profitable (Song settlements are rich) ├ Risk: MEDIUM-HIGH (Song might retaliate with overwhelming force) ├ Song tolerance depends on: how busy they are internally, how big the raids are └ "Poking the dragon" — small raids tolerated, big ones trigger punitive expeditions RAID GREAT KHANATE: ├ Kazakhstan fringe is poorly defended ├ Loot: livestock, grain, some manufactured goods ├ Risk: LOW (Great Khanate is declining, can't project power this far east) └ But: not very profitable (Great Khanate is poor too) Each raid: → Immediate: loot (goods/resources added to stockpile) → Short-term: relationship damage with target → Long-term: target invests in border defense → diminishing returns → If raiding becomes TOO successful → target may declare war (existential risk) Player must calibrate: raid enough to supplement the economy, not so much that someone invades ``` ## Core Gameplay ### 1. Mine or Ride: The Identity Choice ``` Mongolia's soul is split between two ways of life: THE STEPPE (traditional): ├ Nomadic herding: horses, sheep, cattle, yaks ├ Freedom, mobility, warrior tradition ├ Khan's legitimacy rooted in steppe culture ├ But: can't build an industrial economy on horseback └ Represents: ~60-70% of population (herders + their families) THE MINES (modern): ├ Mining towns: railways, telegraph, processing plants ├ Wage labor, settled life, technical education ├ Revenue that keeps the khanate solvent ├ But: culturally alien (settled, industrial, un-Mongol) └ Represents: ~20-30% of population (miners + town residents) FRONTIER (wild): ├ Fur trappers, hunters, explorers in Siberia/Far East ├ Neither herder nor miner — frontier independents └ Represents: ~5-10% (tiny but expanding) V3: Three-way interest group dynamic → Herders want: preserve steppe culture, resist modernization, maintain grazing rights → Miners want: more investment in mining infrastructure, railways, modernization → Frontier: want government to LEAVE THEM ALONE (low taxes, no conscription) → Khan must balance all three — or choose a direction and accept the consequences ``` ### 2. Siberian Colonization (西伯利亚殖民) ``` To the north and east: MILLIONS of square km of unclaimed/weakly-claimed territory The Great Khanate claims western Siberia (but barely controls it) Nobody effectively controls eastern Siberia The Far East coast is nominally Mongol but barely explored Options: ├ Mineral prospecting: send expeditions to find new deposits │ → Extend the mining economy northward/eastward │ → Each discovery = new mining town = new revenue ├ Fur trade expansion: trappers push deeper into Siberia │ → Low investment, steady return ├ Railway extension: connect mining towns to each other and to export routes │ → Expensive but transformative ├ Far East coast: develop Pacific-facing ports? │ → Access to Japanese/Korean/international maritime trade │ → End dependency on land routes through hostile neighbors └ Bering exploration: what's across the strait? → Known: Americas exist (Jianzhou/Japanese explorers mapped the coast) → Mongol expedition? → mostly a flavor/prestige decision at this point Journal Entry: "Conquer the Cold" — Siberian development chain → Prospect → discover → build railway → establish town → develop mine → profit → Each step unlocks the next region further into Siberia → Long game: transform Mongolia from steppe khanate to Siberian mining empire ``` ### 3. The Two Grand Claims (两大宣称) **Claim 1: The Great Khanate Title (大汗国宣称)** ``` Mongolia's Khan = Genghis Khan's direct descendant (Tolui line) The Great Khanate's Khan = Ogedei/Jochi merged line (600 years of dilution + Slavicization) Mongolia's position: "WE are the real Mongols. They're Slavic pretenders." IF the Great Khanate disintegrates (serfdom crisis → revolution → breakup): → Mongolia can claim the title "Great Khan of All Mongols" → Doesn't mean conquering the Great Khanate's territory → But: symbolic claim to leadership of all Mongol peoples → Could attract: Mongol/Turkic minorities within the Great Khanate (Kazakhstan, etc.) → Could justify: expansion into former Great Khanate territory (Kazakhstan steppe, western Siberia) Journal Entry: "Restore the Great Khanate" → Condition: Great Khanate ceases to exist as a unified state → Steps: claim title → rally Mongol/Turkic peoples → expand westward → End state: a new pan-Mongol steppe empire from Mongolia to Kazakhstan ``` **Claim 2: The Mandate of Heaven (天命宣称)** ``` Chinese political philosophy: Heaven grants the mandate to rule China to whoever is worthy Historically: Mongols DID rule China (Yuan Dynasty) → precedent exists In this timeline: no Yuan, but the CONCEPT remains IF Song China becomes a republic (emperor overthrown/abolished): → The Mandate of Heaven is "vacant" → Mongolia's Khan (Genghisid) can claim: "Heaven has abandoned the Song → I claim the Mandate" → Absurd? Yes. But it's a LEGAL claim in Chinese political culture. → Even a symbolic claim could: ├ Attract Chinese monarchists/traditionalists who reject the republic ├ Justify intervention in Chinese civil conflict ├ Provide diplomatic leverage ("recognize my claim or I invade") └ Give Mongolia enormous prestige (the Khan claims to be Emperor of China) Journal Entry: "Claim the Mandate of Heaven" → Condition: Song dynasty falls / China becomes republic / emperor abolished → Steps: formal proclamation → diplomatic campaign → attract Chinese loyalists → End state: Mongolia rules China? (practically impossible with 2-3M people) OR: Mongolia leverages the claim for territorial/diplomatic concessions PREREQUISITE: Claiming the Mandate requires: ├ MAINTAIN MONARCHY (天命 only applies to a Son of Heaven → must be a Khan/Emperor, not a republic) ├ CHOOSE SINICIZATION: adopt Chinese court rituals, Confucian governance, Chinese legal codes │ → Full Sinicization: become a Chinese-style emperor (rename the state? adopt Chinese reign era?) │ → Partial Sinicization: Chinese governance overlay while preserving Mongol military/steppe culture │ (similar to historical Yuan Dynasty's dual system) └ This path CONFLICTS with maintaining Mongol steppe identity: → Herders: "You're becoming Chinese! You're betraying Genghis Khan!" → If Khan sinicizes too much → steppe revolt / tribal fragmentation → If Khan doesn't sinicize enough → can't credibly claim Mandate THE CENTRAL TENSION OF MONGOL GAMEPLAY: ┌────────────────────────────────────────────┐ │ │ │ MONGOL TRADITION ←──── BALANCE ────→ SINICIZATION │ │ (steppe, raiding, │ (industry, cities,│ │ herding, Tengri, │ Confucian, courts,│ │ Great Khan claim) │ Mandate claim) │ │ │ │ │ Too far left: │ Too far right: │ │ stay poor, tribal, │ lose Mongol │ │ but culturally pure │ identity, become │ │ │ Chinese vassal │ │ │ culturally │ └────────────────────────────────────────────┘ V3 mechanic: Tradition-Sinicization slider → Affects: which Journal Entries unlock, interest group happiness, diplomatic options → Slide left: Great Khan claim available, raiding bonuses, herder support, mining neglected → Slide right: Mandate of Heaven claim available, industrial bonuses, miner support, herders revolt → Center: both claims partially available, nobody fully happy, but most stable BOTH CLAIMS CAN COEXIST (if balanced carefully): → "I am the Great Khan of all Mongols AND the rightful Emperor of China" → Requires maintaining the slider near center → extremely difficult → Maximally ambitious, maximally challenging, maximally FUN for the player ``` ### 4. Resource Management: Curse or Blessing ``` Mongolia has minerals that the world wants. THREE approaches: EXPORT RAW ORE (easy money, no development): ├ Sell copper/gold/iron/coal to Jianzhou, Song, Japan, anyone ├ Immediate revenue ├ But: dependency on buyers, no domestic value-added ├ "Resource curse" → rich in minerals, poor in everything else PROCESS DOMESTICALLY (hard, slow, transformative): ├ Use mining revenue to build smelters → foundries → basic manufacturing ├ Sell processed metal instead of raw ore (higher value) ├ Requires: education, infrastructure, workforce training ├ 20-30 year project minimum SELL CONCESSIONS TO FOREIGNERS (fast money, lose sovereignty): ├ Let Song/Jianzhou/English companies mine for you ├ Instant revenue (concession fees + royalties) ├ But: economic re-colonization — exactly what Mongolia escaped in 1650 ├ Politically toxic ("we sold our birthright") V3: Each approach has different economic/political consequences → Player can mix approaches (some mines state-run, some exported, some concessioned) ``` ## Flavor ### The Last Khan - Mongolia's Khan is the **last direct descendant of Genghis Khan still ruling his own country** - The Great Khanate's Mongol dynasty is Slavicized beyond recognition - The Ilkhanate's Mongol dynasty is Persianized - Only in Mongolia do people still live as Genghis Khan's people lived - "We are the memory of the world's greatest empire — and we live in yurts" - Enormous symbolic prestige, negligible actual power ### Naadam and Steel - Traditional Naadam festival: wrestling, horse racing, archery — still celebrated - But now: the mining towns have their own festivals (engineering competitions, production records) - Two Mongolias coexist: the festival yurt and the factory smokestack - Flavor events: traditional vs modern cultural clashes, intermarriage between herder and miner families ### The Wild East - Eastern Siberia / Far East: genuinely wild frontier - Siberian tigers, vast forests, frozen rivers, indigenous peoples (Evenki, Yakut) - Explorers occasionally find: gold deposits, coal seams, strange fossils - "Mongolia's future is not on the steppe — it's in the frozen north" - Flavor events: expedition discoveries, indigenous encounters, extreme weather challenges ## Relationships | Country | Relationship | Notes | |---|---|---| | New Song | **Former colonizer, cautious giant** | Song's economic grip loosened ~1650 but Song still looms. Trade partner + threat. | | Jianzhou Republic | **Raid target / trade partner** | Mongolia raids Jianzhou frontier, Jianzhou sells Mongolia industrial goods. Love-hate. | | Great Khanate | **Rival claimant / declining neighbor** | Both claim Mongol heritage. Compete for Siberia/Kazakhstan. If GK collapses → opportunity. | | Japan | **Distant buyer** | Wants Mongol minerals for Pacific industry. No direct border. Minor. | | Korea | **Minor** | No meaningful relationship. | | England | **Potential investor** | England might invest in Mongol mining (checks Song/GK monopoly). Distant but interested. | | Tibet | **Religious/cultural ally** | Shared Tibetan Buddhism. Historical alliance during Timur era. Minor but warm. |