Furious Flaming Faggot
Educated
So, here we are. The year is 1399 of our Lord Jesus Christ. Genghis Khan's legacy still rings true throughout the world, but his successors have lost that former glory. The Mongol Khanate still remains though, adrift in a sea of incompetent Khans, tribal feuding, and general weakness. At least the map is pretty.
I start it up and am immediately hit with a barrage of events. This is all stuff to activate the new game mechanics, like piracy, tribal and nomadic provinces, etc. Seeing as we are both tribal and nomadic, we get hit with a lot of general penalties. Not particularly bad, but restrictive.
I start by immediately moving one step offensive. Sliders have been modded significantly, so now there are a lot more penalties, but sliders have much more powerful effects. Offensive is best for us as it vastly improves our military, but makes artillery extremely expensive. Likewise with ideas, they now have many, more powerful effects.
Some of the more cowardly mongols oppose this, causing a bit of turmoil amongst the tribes. No matter, they will be anally purged by sword and bow soon enough.
Our standing army is....well, shit. We have two regiments of infantry and no cavalry, for some fucktarded reason. Thanks to our horse nomads modifier, cavalry is cheaper than infantry. It's better as well. The horse nomad modifier also makes our general very awesome. Our Khan, a military 3 incompetent is a 5 fire and 6 shock ubermensch, pretty much doubling the casualties caused by any army he's in.
I disband the infantry regiments and set to work on recruiting some cavalry. This takes a while as recruitment times in Magna Mundi have been quadrupled to prevent countries quickly rebuilding armies after they have been smashed to bits.
On our western flank are the Oirats. We don't need to conquer them to unite the Mongols, so i get a royal marriage with them and make them my bros. They're on the list though. To the south are the Ming. Big and ponderous, with huge numbers of troops. On the bright side their generals and troop quality are shit compared to us. To the west are the Manchu and Koreans. I need the Manchurian capital to unite the mongols, so they're our current rape and pillage target.
Suddenly i'm hit with loads of country modifiers and advisers. We're a medium regional power, so we don't get many significant penalties or benefits. Our administration is shit though, so we get lots of penalties there. Administrative efficiency is improved by being small, having a good ruler, and having a good form of government. It's decreased by having lots of land, particularly non cored land with different cultures or religion. If it's high it gives lots of bonuses but if it's low it gives penalties. It's a nice mechanic that makes ideas like Bill of Rights and Humanist Tolerance worth getting, as they increase it.
Meanwhile i get the border dispute event on Ming, i opt not to antagonize them yet and go for the peaceful option. I already have a better CB on them so it's best to not anger them too much until i am ready to fuck them hard.
The aristocracy is busy. Factions in Magna Mundi are represented by how powerful they are, and how much they like you. If they like you and are powerful, you get bonuses. If they don't like you and they're powerful, penalties. If they're not powerful they disappear as a faction. Aristocrats are probably one of the most important factions due to the huge bonuses or penalties they can give you.
In order to raise money for our war with Manchu, i demand tribute from the tribes. This makes them butthurt, but not enough for them to do anything about it.
Our nomads go pillage shit. It makes the victim butthurt. If it succeeds we get bonuses, if not then penalties. There's a small chance everything can go to shit as well, which will probably happen given Magna Mundi's ability to churn out shitty events.
And of course, they fail.
There. That's all the matters of state out of the way. The war to unite the clans will come later today....
I start it up and am immediately hit with a barrage of events. This is all stuff to activate the new game mechanics, like piracy, tribal and nomadic provinces, etc. Seeing as we are both tribal and nomadic, we get hit with a lot of general penalties. Not particularly bad, but restrictive.
I start by immediately moving one step offensive. Sliders have been modded significantly, so now there are a lot more penalties, but sliders have much more powerful effects. Offensive is best for us as it vastly improves our military, but makes artillery extremely expensive. Likewise with ideas, they now have many, more powerful effects.
Some of the more cowardly mongols oppose this, causing a bit of turmoil amongst the tribes. No matter, they will be anally purged by sword and bow soon enough.
Our standing army is....well, shit. We have two regiments of infantry and no cavalry, for some fucktarded reason. Thanks to our horse nomads modifier, cavalry is cheaper than infantry. It's better as well. The horse nomad modifier also makes our general very awesome. Our Khan, a military 3 incompetent is a 5 fire and 6 shock ubermensch, pretty much doubling the casualties caused by any army he's in.
I disband the infantry regiments and set to work on recruiting some cavalry. This takes a while as recruitment times in Magna Mundi have been quadrupled to prevent countries quickly rebuilding armies after they have been smashed to bits.
On our western flank are the Oirats. We don't need to conquer them to unite the Mongols, so i get a royal marriage with them and make them my bros. They're on the list though. To the south are the Ming. Big and ponderous, with huge numbers of troops. On the bright side their generals and troop quality are shit compared to us. To the west are the Manchu and Koreans. I need the Manchurian capital to unite the mongols, so they're our current rape and pillage target.
Suddenly i'm hit with loads of country modifiers and advisers. We're a medium regional power, so we don't get many significant penalties or benefits. Our administration is shit though, so we get lots of penalties there. Administrative efficiency is improved by being small, having a good ruler, and having a good form of government. It's decreased by having lots of land, particularly non cored land with different cultures or religion. If it's high it gives lots of bonuses but if it's low it gives penalties. It's a nice mechanic that makes ideas like Bill of Rights and Humanist Tolerance worth getting, as they increase it.
Meanwhile i get the border dispute event on Ming, i opt not to antagonize them yet and go for the peaceful option. I already have a better CB on them so it's best to not anger them too much until i am ready to fuck them hard.
The aristocracy is busy. Factions in Magna Mundi are represented by how powerful they are, and how much they like you. If they like you and are powerful, you get bonuses. If they don't like you and they're powerful, penalties. If they're not powerful they disappear as a faction. Aristocrats are probably one of the most important factions due to the huge bonuses or penalties they can give you.
In order to raise money for our war with Manchu, i demand tribute from the tribes. This makes them butthurt, but not enough for them to do anything about it.
Our nomads go pillage shit. It makes the victim butthurt. If it succeeds we get bonuses, if not then penalties. There's a small chance everything can go to shit as well, which will probably happen given Magna Mundi's ability to churn out shitty events.
And of course, they fail.
There. That's all the matters of state out of the way. The war to unite the clans will come later today....