Minyak

The Minyak have the Power of the Highlands.

Originally a small confederacy of different peoples (both Chinese and non-Chinese) ruled over and united by Tangut suzerainty, the Minyak kingdom of Xixia (as the Chinese would call it) has since then risen in size and stature from being a dependency of the late Chinese Tang empire to becoming a challenger for control of China outright. 

Ensconced thus around western China and the easternmost reaches of the Silk Road, it is thus unsurprising that the Minyak now rule over a vast nation of different races and tribes, enriched through trade and the natural gifts provided by the earth itself, be it in the form of silk and millet, or valuable metal ore. Proficiency in the arts and philosophy too have lent stature and strength to the Xixia kingdom: Minyak artisans can often match their own counterparts in the now fading Song empire, while the hordes of warriors that can be arrayed at moment's notice by their Emperor can make even the mightiest of the Jurchens to the northeast hesitate - in no small part due to the treacherous terrain, but also due to the prowess, bravery and weapons of Minyak armed men.

It is for these reasons that Xixia now holds sway, not just over the realms of western China (chiefly the lands around the province of Ningxia where the Minyak capital, Xingqing, currently stands) but has also made her presence felt further north beyond the Hexi Corrridor, over eastern Turkestan and beyond, and even as far west as eastern Tibet too. Save for a lack of artillery and a sound fleet - the landlocked peoples of western China are landlubbers, through and through - Xixia can count a vast slew of people - Minyak, Chinese and even Tibetan - to muster when force of arms be needed, forming a force of heavy cavalry and melee infantry, aided with the power of that latest Chinese invention, firearms. Thus, there is very little that can be done by Xixia's neighbours to deter her - be they the Ghurids of Hindustan to the west, the Qara Khitai to the north, or even the fearsome Jurchens, who must look anxiously westward even as they most covet the lands of the now weakened Nansong across the Great River to the far southeast.

Faction overview

  • Metallurgical Traditions: Commerce Level for Wealth raised by 25%, and also accumulated when mining Metal.
  • Resistance to Invaders: Receive 33% refund on units killed by enemy.

Strengths

Strong defence capability with good melee unit components. Good economic bonuses - some say the best ever in all of RoN because they favour a highly aggressive play style, especially with Wealth being so vital in this mod for mercenary recruitment.

Weaknesses

No access to cheap levy units, limited siege capability, non-existent naval force.

The Minyak kingdom of Xixia is one of plateau and hill, and this faction as it appears in this mod also reflects the historic landscapes occupied by this fledgling empire, with her roster being dominated early on by units of Turkic or Tibetan provenance, eventually teching up to allow access to units such as Bubazi Axemen, or Tieyaozi (Iron Sparrowhawk) lancers from the Warrior Hall.

Most Minyak unique units tend toward being medium or heavy melee units, and unlike most sedentary agrarian nations, the Minyak do not recruit Peasant Levies, instead relying on tribal Tibetan infantry recruited from Peasant Hovels instead for early game defence. They may be more costly to recruit but these units - Du-jong Swordsmen and Mud'ng Spearmen - are tougher and more disciplined than Peasant Levies, so you will find that these units, hardened through years and years of fighting one another, will prove to be more indispensible in comparison. These units, along with Minyak's access to weaker but cheaper Suicide Swordsmen often allow the Minyak to consider early infantry rushes where terrain and distance permit - use Suicide Soldiers to draw the enemy's attention, then use the Du-jong to engage and the Mud'ng to defend against cavalry counterattacks.

Light infantry aren't the only units that typify the slew of unique units that the Minyak enjoy. There is the Midak medium cavalryman, recruitable early on from a Corral, as well as the more prestigious Tieyaozi, who can be recruited from your capital as long as you have researched Tier I Reforms, and have a Meeting House or Palace installed. It is worth noting, however, that the Minyak are somewhat deficient in ranged units: they cannot get the Levy Crossbowmen upgrade; similarly, they also do not recruit low-tier Horse Archers, relying instead on Javelin Cavalry from a Corral until a Warrior Hall can be erected allowing access to mercenary Turkish Archers. Palace Gamekeepers the Minyak do have at the Meeting House (like most Asian nations) but these are expensive units and ideal only for support or as a last resort. Siege warfare is problematic, with only Mangonels available for use while for this faction, naval units are almost absent, leaving the Minyak to rely on massing War Canoes for marine defence. They are still a proficient nation, nevertheless, being able to generate Wealth from mining operations, allowing for the faster development of a war economy, or even a push toward claiming a Wonder victory as the Minyak are sufficiently cultured enough to be able to construct a few Wonders of their own. 

So clearly the Minyak have a strong chance of winning on their own, if there are few enemies, and the map is small and devoid of large bodies of water. Otherwise they function best as a support function, allying themselves to mid- or late-game bloomers such as the Mongols or Song Chinese, providing defence and offensive support with their powerful light infantry, until the mid-game when they can obtain Tieyaozi cavalry, then let their allies take over with their late-game units.

Unique units and structures gallery

Tieyaozi Cavalry
Dubbed "iron sparrowhawks" by Chinese observers, this mid-tier lance cavalry is the best unique unit within the Minyak roster, renowned for being able to charge and chase down fleeing foes. The drill and organization of this unit was later mimicked by the Jin's own elite cavalry unit, the Tiefutu or "iron towers".


Midak Cavalry
Drawn from the ranks of Tibetan and Tangut warchiefs, these unique Minyak horsemen form a corps of early-game medium cavalry, intended to stiffen your ranks and defend against other players using tribal Tibetan infantry.


Du-jong Swordsmen 
While costly to a fault, these fierce swordsmen recruited from the semi-nomadic tribes of Tibet function like most medium infantry. Unlike conventional sword units, these Minyak unique light infantry are not resistant to attacks with missiles, being more suited instead toward raiding and running down fleeing enemies using their charge bonus.


Bubazi Infantry
Armed with axe and shield, these highland warfare experts are also proficient in countering light ranged attacks. Their weapon of choice - being large axes - also makes them proficient at dishing out devastating blows, particularly against siege weapons and buildings, but the light armour of these Minyak unique light infantry leaves them at the mercies of crossbow and cavalry attacks.


Mud'ng Spearmen
Unique low-tier Minyak spear levy unit. Is weak, but can charge into battle, and is resistant to enemy cavalry attacks, especially if facing other enemy Tibetan units.


Handgonne
Shared with Nansong and Dajin, this unit is armed with first-generation smoothbore guns. In large bodies, Handgonnes are a menace to most units, particularly melee units, but are still nowhere as proficient as a crossbow with regards to range.


Turkish Archers
Mercenary Turkic cavalry recruited from the Warrior Hall or Detinets' Wonder. Very weak in melee, but immensely powerful if used against melee targets whilst attacking while moving.


Guard Tower
The ultimate light point defence structure, being an upgrade of the Watchtower. Not as strong as a Castle or a Citadel, but can be built in vast numbers wherever so required.


Fortified Barracks
Stronger than a normal Barracks, this building may be weaker than most point defence structures, but it is nevertheless a useful way to quickly set up and reinforce a forward building operation against any enemy counterstrike.

Warrior Hall
A waypoint for some more professional mercenaries and irregular fighting men, the Warrior Hall may be costlier than a Mansion or a Noble Residence, but it is capable of defending itself, should raiders come into its host city.


AI leader names

  • Renzong
  • Huanzong
  • Xiangzong
  • Shenzong
  • Xianzong
  • Mozhu
  • Empress Wang

Settlement names

  • Xingqing
  • Dingzhou
  • Shunzhou
  • Xiping
  • Yongdeng
  • Honggu
  • Yongchang
  • Yongjing
  • Kangle
  • Linxia
  • Ganzhou
  • Shazhou
  • Tuanjie
  • Xiliang
  • Luoduo
  • Xining
  • Weigu
  • Shuangliusuo
  • Hongyan
  • Wolong
  • Qinglang
  • Hezheng
  • Gongxingdun
  • Fulongping
  • Guangwumen
  • Wuquan
  • Yinzhou
  • Gaolan
  • Shashiduo
  • Se'ergu
  • Weirong
  • Longzhou
  • Hongzhou
  • Zhimulin
  • Xiazhou
  • Longba
  • Kalong
  • Beichuan
  • Guanghe
  • Anning
  • Qilihe
  • Chengguan
  • Shibaocheng
  • Mazongshan
  • Dangchengwan
  • Lanzhou
  • Luhua
  • Huizhou
  • Sanjiang
  • Shuimo
  • Xuankou
  • Yingxiu
  • Miansi
  • Xinmo
  • Songpan
  • Diexi
  • Yumenguan

Downloads

KINGS & CONQUERORS
TEMÜJIN [Steam | XBOX/EE | Gold]


Other chapters: 

Wolf Among Lions [Steam | XBOX/EE | Gold] Rise of the Barbarians [Steam | XBOX/EE | Gold]
Imperivm Invictvm
 [Steam | XBOX/EE | Gold] Hammurabi: [Steam | XBOX/EE | Gold]

Other mods:

Rise of Kings: Chronicles [Steam | XBOX/EE | Gold]
New World Empires: Swords of the Prophets [Steam | XBOX/EE | Gold]
Warbirth: The Crucible [Steam | XBOX/EE | Gold]

Like this mod? enjoyed this page? please visit our page on Patreon.

Create your website for free! This website was made with Webnode. Create your own for free today! Get started