Setup
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Introduction
This campaign is a second take on a
Mongol Empire early restoration (1535), a
normal difficulty 'speedrun' attempt. I was very happy with how it turned out, despite many imperfections in my play, because I was able to reach a very decent timing (1535) and more importantly some interest was found in it by others, with
@alexandereuiv having a very stellar 1503 seminal attempt, then
@Florryworry__ landing a sub 1500 run fully streamed. Then Alexander broke again the record with a crushing run, even beating a cheater in the process (I guess it's a form of homage?).
Now onto this one. The aim was no more a fast MGE restoration, which in many way is an improper path to take, but rather in playing
my first Very Hard game, and pushing it to WC if at all possible.
I'm very happy with the outcome, it was a game that stayed tense almost until the end thanks to the VH bonuses, and winning is always fun!
Needless to say, this isn't by any mean an optimal campaign. I did savescum a few times (because UI lies, which is a massive pain for full annexing colonisers for instance), but I didn't reroll RNG or alter the game. A better played, a more dedicated player, one with a better plan, or all of the above, will certainly have a good shot at not only beating this, but even do much better. It is my personal belief that it's possible to accomplish this before 1600. It should be much, much harder to accomplish. Also, this is only my
third world conquest (the other 2 being a Provence > Jerusalem > France > RE one tag with no DLC quite a long time ago, and TTM around 1.23), and coincidentally my first pre 1700 WC, so there is a lot to improve on obviously. I will try to point out the main lessons for me, for whoever wants to improve on this. Good luck! ^^
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DLCs
Common Sense
Mandate of Heaven
Wealth of Nations
Dharma
Art of War
Cossacks
Third Rome
Cradle of Civilisation
I do not own all eu4 DLCs, so some things were especially painful to me. For instance, maps are absolutely awful with this combination of DLCs, there are very few ways to explore tiles and in turns that adds a lot of travel time to my run. Also, no having Rule Britannia, I am missing out on coal which would have skyrocketed my income and helped me with innovativeness. I'm sure there are plenty of other stuff that I'm missing on, but maybe I don't know about them, or they wouldn't change much.
In my opinion it's a shame that so many core mechanics are locked behind DLCs, but it's not the place to debate this. I had fun, that's what matters ^^
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Golden Age
'When to pop one's golden age?' is a very interesting question when planning a complex run. I didn't use mine

I think here, it really depends what timing you want to reach. If you aim post 1610, you definitely want to pop it when you're able to reach 100 absolutism. The combination of the government reform and golden age bonuses ups the cap to 100, and it lasts long enough to let you conclude the run if your pacing is good enough. I went C&C instead, which was slower.
On the other hand, if you're trying to pre-1610 WC, then popping the golden age as early as possible lets you get all bonuses when you're most vulnerable, including the early point saving.
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Idea groups
1. Humanist -> very obviously, for rebel management. This idea group is exceptionally good for hordes and allows you to conquer without really slowing down. Also as a horde it's completely fine to take an adm group first while going ham, razing provides you with the adm points to do so. Having 20% CCR in traditions help.
2. Admin -> CCR% to shorten the coring cycle. The rest isn't too bad either.
3. Diplomatic. Diplomatic allows for easier trucebreaks, the province warscore is exceptionally good when you already have a -40% modifier in the age of Reformation, and 15% else.
These are the core groups for this run, the rest is pretty much luxury.
4. Offensive. Great policies, best military group.
5. Aristocratic. As Tengri, I have some full frontal cav armies with 20% cav combat abilities, that saves some money, gives +10%. +1 siege bonus is alright, but mostly it's a 'quality of life' group rather than an effective military group: as it was, my army quality was already sufficient.
6. Exploration. I needed some explorers, conquistadors and colonists to reach out for stealthy nations hiding in the New World, as well as the Kamchakta tribes.
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Religion
In this run, I went full Tengri. The unrest modifiers are not exceptional, in particular you cannot get to +3 TOH with Yuan ideas, but it's alright.
There is the appeal of full frontal cav.