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- harmonize religions only when 95+ harmony
- don't use meritocracy action too early, wait until it's close to 100
- pass celestial reforms when mandate is 100. You can also time passing it right before winning a war since that gives you 10 mandate
- rush yellow river mission
- ally chagatai, promise land and attack oirat right away
- to get a foothold in Japan early and without having to fight everyone together, you can use enforce peace option on daimyos at war. They will say no which will put you in easy war where you will separate peace once you take whatever province you want to take.
I'd suggest playing as the Ottomans instead. Much more room for error then.
About: Celestial Reforms I think winning war will ad 10 reform so make them before making a peace deal.
Don't forget to have advisors because they give meritocracy.
Check the religion part and when harmony %100 or %95 harmonize a religion.
1.35. Nothing of interest there, other than the usual MoH mechanics and the Ming disaster later on.
On another hand, the latest patch with DLC makes Ming really fun to play as, thanks to these events, missions, and estates.
So much this. Ming is not a good choice for a beginner.
Also You can colonize Australia and New Zealand and Western North America with some Pacific Islands by taking the Exploration and Expansion Ideas and Government reforms to get into colony wars in the Americas.
When your tech is good enough and you gain imperialism you can wage war and expand the Ming mainland into 1812 Qing China territory if you want.
Many world conquest Achievers use Ming to rule most of the world.
https://eu4.paradoxwikis.com/Technology
https://eu4.paradoxwikis.com/Institutions
As Ming, Quantity ideas are a waste. You are better off getting trade/infrastructure ideas and improving your economy early so that you can plop plenty of manufacture/workshop/barrack combos. That should grant plenty of manpower and ducats. Just fortify the entire land and the Ming disaster will be easy to resolve. Defensive ideas are better here. Either way, you will want court, trade, infrastructure, exploration, and humanist ideas. The exact order is up to the player.
Weakening Oirat is quite easy in the early game. Just don't go fighting them with ruler general.
Oh and quantity ideas are a really poor choice for Ming. They're a pretty bad group generally, but especially for Ming who don't need extra force limit/manpower anyway.