Kazakh

From Europa Universalis 3 Wiki
Jump to navigation Jump to search

This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine and Heir to the Throne 4.1b.
Please help update this page to include information on the DW expansion.

Kazakh
Kazakh.png
At the start of the Grand Campaign – 14 October 1399
Basic Stats
Government type Tribal Federation
Technology group Muslim
Number of provinces 8
Capital province Turkestan
Center of Trade None
State religion Sunni
Primary culture Khazak
Other accepted cultures None

Sliders

Centralization <▪▪▪▪▪▫▪▪▪▪♦>
extremely decentralized
Decentralization

Aristocracy <▪♦▪▪▪▫▪▪▪▪▪>
very aristocratic
Plutocracy

Serfdom <♦▪▪▪▪▫▪▪▪▪▪>
extreme serfdom
Free Subject

Innovative <▪▪▪▪▪▫▪▪♦▪▪>
quite narrowminded
Narrowminded

Mercantilism <▪▪♦▪▪▫▪▪▪▪▪>
quite mercantilistic
Free Trade

Offensive <▪▪▪▪♦▫▪▪▪▪▪>
slightly offensive
Defensive

Land <♦▪▪▪▪▫▪▪▪▪▪>
extremely land oriented
Naval

Quality <▪▪▪▪▪▫▪▪♦▪▪>
quite quantity oriented
Quantity

Kazakh is a medium sized country in Central Asia when the game starts. It has no major enemies, but it has large countries on all sides. The Timurid Empire and Golden Horde are the major nations that threaten you at the start of the game. But that is usually not a problem, since these nations has a tendency to implode at the beginning or during the game. You also start with very poor provinces, and most of them produce wool, but you also start with an easily manageable economy. Their support limit is 8 and in comparison with their size they have a large amount of manpower at start, because of their starting national idea being national conscripts.

Strategy

The fact that you start with very poor provinces (and large) makes scorch earth less costly then it is for other major powers, therefore if you get attacked then scorch earth is your most effective way of defending yourself. Kazakh start as a Tribal Federation, but if you play with the HTTT expansion it is imperative that you do the Tribal government reform, or reform the government, so that you can own more than 9 provinces without the succession crisis event happening. After you have reformed the government you can pretty much go anyway you like, since the larger threats around you most likely have imploded.

Replacing major nations

If the Timurids collapse then it is possible to expand into their territory and replicate their strategy, another option is to move into the Golden Horde or the Russian minors.

Europe:

Aachen • Alsace • Aragon • Austria • Avignon • Bar • Bavaria • Berry • Bohemia • Bosnia • Brandenburg • Brittany • Brunswick • Burgundy • Byzantium • Castille • Crete • Croatia • Cyprus • Denmark • England • France • Genoa • Germany • Granada • Great Britain • Hamburg • Hansa • Holland • Hungary • Ireland • Italy • Lithuania • Lorraine • Mainz • Mazovia • Mecklenburg • Milan • Modena • Munster • Münster • Muscovy • Naples • Navarra • Netherlands • Norway • Novgorod • Poland • Pommerania • Portugal • Provence • Prussia • Ragusa • Rev. FranceRomania • Russia • Savoy • Saxony • Scotland • Serbia • Sicily • Siena • Spain • Sweden • Switzerland • Teutonic Order • The Knights • The Papal State • Tuscany • Utrecht • Venice • Wales • Wallachia • Yaroslavl
European minors • Dutch minors • French minors • Irish minors • Russian minors • Turkish minors

Asia:

Aceh • Ayutthaya • Bali • Bihar • Brunei • Golden Horde • Hindustan • Japan • Kazakh • Korea • Malacca • Manchu • Minamoto • Ming • Mongol Khanate • Nogai • Oirat Horde • Orissa • Pegu • Qin • Rajputana • Ryukyu • Vijayanagar • Wu • Xia
Indian minors • Southeast Asian minors

Near East

Ak Koyunlu • Jalayirids • Khorasan • Najd • Oman • Ottomans • Persia • Qara Koyunlu • The Mamluks • Timurids • Trebizond • Yemen

Americas

Aztecs • Chimu • Haiti • Inca • Maya • USA • Zapotec 
American Natives

Africa

Adal • Algiers • Ethiopia • Morocco • Mutapa • Songhai • Tunisia