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Dev Diary #138 - Persian Delights

Hello and welcome to this development diary about flavor additions to the greater Iran area. That means in this diary you will get a test of many things that, while individually small, aim to increase the overall authenticity and uniqueness in this part of the world.
I will also begin with a shout out to @Vaniljkaka who worked on the first draft of this DD and did a lot of the event and research work for Legacy of Persia.



Historical Flavor

One way to significantly improve the state of the game in a given start date is to look into what unresolved issues were ongoing in a specific location at the time. To a large degree that is the thinking behind the struggle system itself but and as already described in a previous development diary there is now both a new 867 bookmark start, and a struggle called the Iranian Intermezzo to achieve this.

But the struggle alone cannot cover everything that was important for a ruler in medieval Iran in 867 or 1066. We have therefore taken the opportunity to more thoroughly research the starting situation for both starts, adding new rulers, dynasties, rivalries, as well as less politically influential characters such as scholars or artists active in our time period. Existing family trees have also been significantly expanded in many cases and should also now make use of a new set of coat-of-arms using Iranian or Islamic elements.

Additionally, there has been a general go-over of the cultural and religious setup of the entire region, with adjustments here and there aiming to better reflect the political realities of the time.

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The biggest changes are to certain religious groups or sects that were important in 9th century Iran - the Mu’tazila, the Khurramites, the Azariqa. The rebellious, egalitarian Khurramites would be particularly suited for underdog playthroughs though none are landed at the start, whereas the fanatic Azariqa stand ready to unleash a terrifying wave of assassinations, to avenge the Battle of Nahrawan and the many slights they believe that they’ve suffered since. Both these faiths have been given new tenets to portray their unique worldviews. At game start in 867 there is also an ongoing Azariqa rebellion, which you can partake in if you want to attempt to form an Azariqan Caliphate.

An image of the Azariqa faith and its three tenets, highlighting the Fedayeen tenet and its new art

[The Fedayeen tenet is shared by the Azariqa and the Nizari, and allows you to recruit and utilize fearsome assassins - fanatics devoted to slaying the unbelievers.]


An image of the Khurramite faith and some of its counties in 867.

[The rural, rebellious Khurramites are present in pockets all over Iran, though their great rebellions of the mid-9th century have long since been suppressed. Also featured in the screenshot is the new geographic special location of Mount Damavand. One of multiple new special buildings in the update.]


An image of the culture map of the greater Iranian area in 867, showing the new Brahui culture in much of modern Balochistan.

[The cultural map should be largely familiar, with some notable exceptions like 1066 and 867 now having differing setups in the region of Balochistan.]

When it comes to cultures, we have added a number of new cultural traditions, some of which add new gameplay elements such as the Qanat building line (from the Irrigation Experts cultural tradition which replaces Dryland Dwellers) or the new Court Scholar court position (from the new Beacon of Learning tradition) which can be sponsored to unlock new innovations.

An image of three of the Cultural Traditions that Persians have, featuring icons portraying a water wheel, and a scholar looking at an upside-down earth globe - and indeed, medieval Islamic cartography would seem upside-down to us.

[The Persians in particular have been given three new traditions to reflect all the refinement and enlightenment that made them so admired by Arabs and Turks alike.]

For the greater region covered by the update we now also have Jirga (for the Afghan, Baloch and Brahui cultures) which among other things unlock the Tribal Elective Succession form as well as new regional traditions that unlock unique Man-at-Arms types such as the Zupin (Pragmatic Creed) Spearmen or the Tarkhans (Frontier Warriors).

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We are also adding historically inspired decisions and events to the region, with the aim of opening up the same possibilities to rulers in our game that historical rulers of the era would have had. This also means that some previously unlikely historical scenarios are now encouraged, for instance Turkic conquerors in general and the Seljuks in particular are more likely to show up and make a new home for themselves in the Iranian plateau, and as a rising ruler in Iran you have new ways of promoting alternate Islamic faiths in the region that are not as present yet at game start (such as the Maturidi denomination of Sunni Islam or Shia Imamism).

For the Seljuk arrival in the late 900s there is also a game rule to make their entrance more random or to turn it off entirely.
Last but not least the chaotic setup in 867 is now further improved by an early event chain about the Zanj rebellion which should add even more uncertainty and dynamism to an already quite open starting situation.

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Viziers

A new type of diarchy coming in Legacy of Persia, viziers were historically many things. They were powerful private landholders, vital linchpins of the civil service, some of the most corrupt people in the world, and extravagantly dramatic party-hosts.

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Mechanically, Viziers may be appointed by duke-tier or higher clan-government characters. Whilst incumbent, they grant you extra tax jurisdictions (scaled to their stewardship) and add a portion of their own tax collector aptitude directly to all of your tax collectors’ aptitudes, providing a powerful direct modifier on how much gold you get per month. How large a portion of aptitude they grant scales with how heavily the Scales of Power are swung towards them, so a more empowered vizier offers both benefits and drawbacks to their liege.

image 09.png


Unlike regents, being a vizier isn’t a prestigious position for a noble — you are, after all, merely a civil servant, and what’s worse one with actual work you’re expected to do — instead, landless courtiers and minor barons from your faith’s dominant gender compete for the post. Having the vizier in your pocket is still desirable, though, so prospective viziers at court will politick behind the scenes, gaining friendships and rivals with other prospective candidates, their liege’s spouses, and their liege’s stay-at-home adult children.

These relations in turn directly contribute to vizier succession score, so a candidate who’s friends with the current vizier will see themselves climb the ranking, whereas one who’s made an enemy of their liege’s spouse will see their score fall. For the same reason, prospective viziers will often learn their liege’s language, seeking to further their prospects for promotion.

As civil servants, viziers don’t have access to quite as many powers as regents. Predominantly they’ll embezzle and try to give negative county modifiers to vassals in exchange for gold, though a complacent liege who lets the Scales creep too far towards their supposedly-loyal vizier will find that they’re still capable of launching coups. Viziers are also usable in the new-ish confidant council position, which allows you to substitute them in instead of your spouse for spousal council tasks (your choice of which, naturally).

Though such functionaries can be fired at any time, removing the vizierate regardless of the status of the Scales of Power, a vizier with high swing is one who’s enmeshed themselves thoroughly, and who cannot be removed completely without consequence. Above a certain Scale swing threshold, firing your vizier will give you a severe negative economic modifier that harms your monthly income. This scales to how much swing the vizier had — so sure, you can fire them at 80+ swing if you like, but don’t think they won’t have arranged a little job security for just such an occasion.

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An easier way to remove civil servants is to kick them upstairs: giving your vizier a county (or, if the Scales are really swung in their favor, a duchy) will also end the vizierate, this time without any economic fallout. Everyone loves a promotion, after all.

Finally, you may recall that I mentioned viziers were legendarily corrupt: though not always strictly true, this was generally the case, and actually a feature of the position rather than a bug. The role of a corrupt vizier was to run the realm’s finances, and it was generally understood that they’d enrich themselves in the process. It was fairly common for viziers to pay significant bribes straight to the liege to get the position — that and to capture and audit the last vizier for undeclared revenue.

The advantage to this for the liege was that, when they needed money in a pinch, rather than have to collect a special tax from the realm as a whole, force powerful vassals and governors to cough up more cash, or individually audit every petty tax collector, there was one person in the realm they could generally guarantee not only had money but had more money than they should have. Minimal overhead, maximum convenience. At least, for the liege.

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In-game, we represent this through your vizier’s income and extravagance modifiers. They receive an income from positional corruption proportional to your own income (this doesn’t count towards the embezzlement secret, as it’s technically part of their official remuneration). Every so often, they’ll spend this money on character modifiers for treasure, activities, properties, or charity. Once they have one modifier of each type, they’ll begin again, spending more money on more expensive extra types of each modifier, up to four tiers.

image 12.png


Lieges can then mulct their viziers via interaction, fining them for their excesses. This deletes a rank of the vizier’s extravagance modifiers, liquidating them and transferring gold to the ruler that increases with the tier (and number!) of modifiers liquidated. Naturally, viziers aren’t generally too happy with this, even if the process further enmeshes them as the most important state official, but there’s not much they can do about it other than rebuild their losses. Which, naturally, makes them more attractive to mulct again down the line…

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We’ve included about ~160 different modifier descriptions for what viziers are spending their money on, of which about half are explicitly historically attested (comments in the script file for anyone particularly interested in which), and another quarter reasonably probable. The remaining quarter is us trying to keep up with the lavish standards for extravagances set by history’s actual vizierates. These do vary vizier by vizier, so you should see your viziers purchasing extravagance modifiers relevant to their traits and interests.



That was all for this diary! I hope it has given a general idea of the type of flavor content that you can expect in Legacy of Persia, without spoiling all of what there is to discover.
 
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What are the tenets for the Tajik culture? I'm giving up hope for the culture map to be corrected to place Persian where Tajik is and call what is now Persian something different like Parsig, but some of these flavor additions (Beacon of Learning, etc.) are really more applicable to Khorasan than to the Sassanid demense in Fars and central Iran. In general though, this cultural separation doesn't fully make sense in a region where, as Shahrestani (IIRC) noted, rural and urban people often spoke completely different languages.
Why would you name core persia not persia then call eastern iran persian?
Urban people speaking differently to rurals is age old
 
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Any faith is pagan if you are intolerant enough
Even the most radical Muslims would not classify Christian or Jewish sects as pagan. Europeans who didn’t know what Islam really was might have confused Islam as a pagan faith. Paganism involves worship of multiple deities or primordial elements, from my understanding.

Hinduism is most certainly paganism irl
The leading hypothesis is that Hinduism is the last descendant of Indo European paganism still existing. I am not sure how Jainism relates, but I think Buddhism started as a spin-off from Hinduism.
 
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So this ended up sending me down a rather deep rabbit hole that I am not going to get into, but regardless, would the Righteous Rebellion Tenet not make more sense for the Azariqa than having them keep the Warmonger Tenet? From what I've read and at least infer from the name of the Tenet, that would more accurately describes the militant Kharijite stance on... that whole matter.
 
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of which about half are explicitly historically attested (comments in the script file for anyone particularly interested in which)
More of this please, I mean, a historical game with freaking footnotes sounds like a total win for history lovers and also for historians that play the games and would like to see if there is a real-life inspiration for some of the events! I would totally love to have a whole book with the historical references of every event in the game, I would read (and obviously buy) that in a second without a doubt.
 
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Hope we will be allowed to keep parent faith tenets if we make a heresy. it sucks that you cannot make a heresy from say Azariqism without having to ditch warmonger, it should be possible to keep a part of the faith that is already there.
 
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I've already played Azraqism and had a blast with it just on the back of being an egalitarian, warmonger Islamic state.
Now I can also roleplay Assassin's Creed AND Aladdin.
I'm pretty hype
 
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I'm excited about vizier content - it wasn't listed in the overview DD a couple weeks ago, so it's a pleasant surprise. I do have a question though. Are viziers the sole diarchy type in clan governments, or can there be both a vizier and a regent at the same time when the ruler is a child or incapacitated, etc? If clans just get a vizier, does that vizier get extra powers or bonuses towards swinging the scales in situations where a non-clan ruler would need a regent? And also, if clans just get a vizier and viziers are limited to baron tier and unlanded (and therefore unplayable) characters, does that mean that players are unable to mount a coup in clan realms?
 
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what's up with the giant blob of brahui culture instead of baluch?
if it is to be represented, it should be at most a single county in north of what is in game sind.

even then, the persian-daylamite population in hayastan, iraq and southern persian gulf would be many times bigger than the brahui in north sind. same with syriac in levant. why is that not shown in the game?
 
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Is there gonna be more content related to Zoroastrianism? More mechanics, events, achievements, etc. A Persia DLC seems like the perfect opportunity to flesh out a whole faith that feels very... residual.
I have a feeling this is probably one of the last things they're going to show. When this pack was first announced, a good chunk of players were quite concerned that this was just going to be one big "Zoroastrian restoration meme" DLC, so I think the devs my have de-emphasized it somewhat on purpose to allay such concerns.
 
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Why would you name core persia not persia then call eastern iran persian?
Urban people speaking differently to rurals is age old
I wrote a longer version of this in the last dev diary, reposting it here with a little more context:
___

The epi-center of "New Persian" language and culture is not the central plateau. New Persian arose in Merv, Tus, Nishapur and Balkh, which are highlighted as Tajik and Afghan. It was a synthesis of Parthian culture of the natives and their nobility, Middle Persian of the Sassanid garrison and "lower/middle Dehghan Nobility" at Marv and Islamic culture, which was much better blended in due to a variety of reasons relating to Ribat structure and settlement patterns. This culture then radiated east into Sogdian land and west into Persia proper, fusing with both in the process. I'd suggest making Tajik into Khorasani or "New Persian" and the currently highlighted area into "Pahlavi" or "Middle Persian" in the 867 start date, with Middle Persian culture having generally worse traditions, using Pahlavi as its court language, and receiving penalties such as scholarship life-experience maluses due to the use of Huzwarishn heterograms in the already suboptimal script which necessitated knowledge of Aramaic for every scribe, not having adopted arabic rhyme and meter for poetry, having some remnants of Sassanid culture etc. Middle Persian characters should get the option of switching into New Persian. There could be a cool event chain of shedding Middle Persian script and cultural artefacts, or else reforming it to get rid of the maluses while keeping the old script.

Note that in 867, New Persian as a language was nascent, and the first known writers to leave attested works in New Persian are, AFAIK, all Eastern Persian. Abbas Marvazi (if you accept that he isn't a later invention), Hanzala Badghisi and Rudaki all lived through this era, were from the east, and were patronized by eastern courts. Note that the Persian spoken in Central Plateau was still more a direct continuation of middle Persian until the 10th and mid 11th century, being supplanted because of Seljuq rule later on.

This is besides the fact that calling them Tajik before there are Turks in the area is weird, since Tajik is a doublet and antonym of Turk. The history of that word is super interesting, and I personally don't mind that anachronism much; after all it's just a slight anachronism since the term came into use post Seljuk era and really picked up in 1100s.

Further, if by Afghan, you mean the speakers of Bactrian as a language, that language was already almost extinct by late 800s. If you mean eastern Iranic languages that gave rise to Pashtun which included tribes that some Sassanid attestations called Abgan and Hudud-al-alam called Afghan in the 10th century, they should be limited to the mountainous areas of modern day Afghanistan, since the culture of urban centers like Balkh, Herat etc. was (and is) closer to Eastern Iran than that of the Pashtuns.

I will also add that "Core Persia" is a bit of a weird term, since the real core of Islamic Persian culture and identity was most definitely greater Khorasan until at least mid 12th and realistically the 13th century. ofc, the events that led to the Persianization of Sogdian peoples in Central Asia or the events of the Turkic and Mongol invasions need not happen in the game, but representing the nascent core of Islamic Persia right in the center of the lands of Iranian Language Speakers in Khorasan is, imo, not only more historically accurate, but mechanistically better.

The same thing applies to the scholarly centers. Indeed, while many scholars from the entirety of the plateau were active everywhere in the eastern islamic world, the contrast in the presence of scholarly centers is very very drastic if you compare local chronicles written in Jibal/Qom with works from Samarqand, Bukhara, Nishapur etc.

All in all, I would really enjoy a contrast of Up and Coming New Persia with the Fading Glory of Old Persia, with options for characters in the west to embrace the new script and the accompanying fusion cultural and linguistic mores, or stick to the old ways and try to polish away the rust.
 
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From what I am seeing, they practiced a form of Hinduism, though the Muslims probably didn’t see any difference between Eastern faiths and paganism.
Because there is no such difference. Hinduism is quite a prototypical example of how "Organized" (note the scarequotes - I specifically mean the game term, same as "Reformed" in CK2) paganism would look, and I have argued multiple times that Buddhism would be better represented as a tenet akin to Gnosticism as it is usually placed on top of local pagan beliefs rather than instead of them (see: Shamanist ("Tengri") Buddhist Mongols, Shintoist Buddhist Japanese, Hinduist Buddhist Thailand...)
 
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The Zoroastrian's didn't see children of concubines as legitimate successors apparently. Would this be included as part of the Zoroastrian religion in game?
 
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As some faiths got adjustments, I suggest to replace zaiyidism taqiya tenet. Zayidism rejected the idea of taqiya and is present in northern persia. And also maybe take a look to some other shiite faiths as well.
Zaidis do indeed not have the taqiya tenet in FP3 :)
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