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# 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. |
|