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Dev Diary #173 - The Map of China

Good day, everyone! I'm Cordelion, one of the many Game Designers currently working on All Under Heaven, and today I'm going to be taking you on a short tour of the geographical side of our upcoming expansion - specifically, China!

The following dev diaries will have a stronger mechanical focus, but since the map extension is essentially the foundation for this new expansion, we thought it best to give you the overview first to better familiarize everyone with where all the new action is taking place and how we’re approaching that. Something I want to make note of: we're currently experimenting with several aesthetic aspects of the map while also iterating on feedback we've received from our extremely helpful beta testers, as well as external partners and consultants, in order to ensure that our map expansion is as faithful to the period as possible and feels authentic to those whose history is being depicted.

Your thoughts and opinions are extremely welcome and will absolutely be taken into consideration as this process continues: we’re starting this dev diary cycle earlier than we have for past DLC in order to broaden the window available to integrate your feedback.

As a result of this, please be aware that what I'm about to share is a work in progress, and a great deal of what you're about to see is still very much subject to change, and will not necessarily be exactly what will appear in the expansion on release. I would have liked to have also been able to show you the distribution of faiths and cultures today, but they are not quite ready to be shown at this point, but we’ll be happy to give you a more detailed look in a future dev diary.

A Brief Word About Projections​

For those who might be unfamiliar with them, a map projection is essentially a way to reconcile the fact that the Earth is a sphere, but maps need to be able to be displayed in a flat, two-dimensional form. You may have heard of the Mercator projection, for example, to name one fairly widely known.

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[Various map projection examples. Pick your least favorite and share it below!]

This inherently always results in distortion: there is no way around that. For this reason, there are many map projections in existence, each with differing degrees of distortion in different parts of the world. You can't avoid the distortion, you can only choose where it's distributed.

The map projection we used when originally making CK3 was a custom one, tailored to meet the limits of computer monitor’s standard resolution as well as the game's general needs at the time, which unfortunately did not include most of Asia. The projection is inherently imperfect: we adjusted it as best we could for All Under Heaven, but we can’t replace it entirely - at least not without starting over and remaking all of the game’s maps.

This will result in certain parts of the map, when compared to others, having a scale noticeably different than that of reality. The Chinese province of Shaanxi is, in reality, the size of Great Britain, but due to distortion and compression appears smaller in-game than the similarly-sized Korean peninsula, while eastern Siberia occupies significantly less of the game’s map than it would realistically.

We know that to many, these differences may stand out compared to what you might have expected: I just want to clarify that those differences are not because we preferred that it be this way, but rather to explain the process that produced them and why.

Heaven Has Not Two Suns, nor the People Two Kings​

The Hegemony of China: the new highest tier of title available in the game and the only one extant on the game map at each of our start dates - although certain specific other hegemonies may be formed by decision after unifying similarly vast and expansive regions (such as the lands of the former Roman Empire and the Indian subcontinent) elsewhere. As for the unique mechanics of the hegemony itself, we’ll talk more about those in a future dev diary dedicated to the subject.

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The name of the Chinese hegemony in our 867 start date is Tang. This is correct for the ninth century, but obviously not at all fitting for the eleventh and beyond. Something new we’re adding with All Under Heaven is the capacity to have a title’s name evolve over time - while still retaining its previous names in the title’s history, so you won’t have past Tang rulers being shown as if they were Song once the dynasty’s name changes.

As an extension of this, new ruling dynasties that rise to power in China will have the ability to take their name from a wide variety of historically-appropriate inspirations. Historically, new dynasties risen to power took their names not from their own family surnames, but would instead take the name of a past dynasty, or the name of an ancient state they felt they had a particular connection to. Emperor Gaozu, the founder of the Tang, had been awarded the title of Prince of Tang before he became emperor and founded his own dynasty, for example.

In addition to the formal renaming of the realm under new ownership, you will also have the ability to choose one of several potential colors to represent their title on the map. This harkens back to the practice of different dynasties assuming certain elemental virtues and thematically adopting the color associated with each element - yellow for earth, red for fire, black for water, azure for wood, and white for metal. The Song dynasty identified the virtue of fire as their guiding principle, and so red was their dynastic color.

To Each Their Own Rule​

The next step down is, of course, the empire tier - previously the highest tier achievable in the game, but no longer. The hegemony of China, as it is defined for this period, consists of five empires; Qin, Liang, Shu, Wu, and Yue, all names which echo repeatedly throughout Chinese history.

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These empires are uncreated at game start, and exist as a step on your journey to claim the Hegemony of China after the previous dynasty’s collapse in a Chaotic Era (which is a phase of the Dynastic Cycle mentioned in the previous dev diary).

As with the hegemony itself, the names of these political entities can and will change when they are formed, so you could, for example, found the historical (albeit short-lived) Qi dynasty when forming the de jure empire of Liang as the Tang rebel Huang Chao.

At this tier, you’ll possess the dignity and many of the privileges of an imperial ruler, but your rule is not so widely accepted that you can claim to be the sole undisputed hegemon. You could make the claim, but there are enough others outside your borders powerful to call your invocation of Heaven’s favor into question. Similar to the hegemony, there is admittedly more to say about their specific components than these titles themselves, so we’ll discuss their distribution more in the next section.

Heaven Is High and the Emperor Is Far Away​

And now it comes to the kingdom tier, and here we’ve had to be a bit more flexible in terms of our approach. While ample references exist for administrative jurisdictions at the historical equivalent of our county tier, the same is significantly less true at the kingdom tier. We can’t exactly do without them, however, nor do we wish to have them of wildly inconsistent sizes or degrees of game balance, as it is not unlikely that China will at some point fracture into these units.

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As a result, the configuration at this tier is currently set up instead using a Song dynasty period administrative unit called a circuit, which historically was a bit more supervisory in nature and a little less hands on, but lines up reasonably well with the approximate size of many of our preexisting kingdoms, and gives the ducal tier player a higher layer of titles to which to aspire and pursue, even if they may not have been quite as prestigious a posting in time in which they existed.

We recognize that the Song system of circuits was fairly unique when compared against the administrations of other dynasties, but the Song’s existence spanning two of our three start dates makes its influence more natural to adopt than that of future dynasties, or those further in the past whose practices did not persist into this time.

There are some peripheral entities here worth making special mention of. The northern portion of what is modern day Vietnam was known as Annan in this period, nearing the end of around two centuries under Tang rule as its southernmost mainland province. In our later start dates you will see it appear instead as a neighboring state known as Đại Việt (Great Viet) under its own distinct ruling dynasty.

Similarly worthy of note is the Xia kingdom in the north, previously one of the easternmost regions of our map’s former borders. In the space of our three start dates, this region evolved from a semi-autonomous military regime within the Tang state into a self-proclaimed independent kingdom before being overrun by Tangut invaders, who declared the foundation of the state of Dà Xià (Great Xia), the product of an interesting mixture of Tangut, Han, Uyghur, and Tibetan influences that at one point managed to compel the Song dynasty to pay it tribute for a time.


Additionally, while we don’t have time to go into too much detail about them at the moment, special mention must be given of the Khitan-led Liao dynasty of the north, supplanted by the Jurchen Jin dynasty by 1178, which invaded and occupied much of northern China in a conflict that displaced millions of peasants and taking the emperor himself as a prisoner of war.

In All Under Heaven, both the Liao and Jin dynasties will mix Chinese administrative and bureaucratic practices of their imperial government with tribal and nomadic vassals whose traditions and inclinations may clash with the oft-Sinicizing ways of their rulers and those at court. Further worthy of note, historically the Jin themselves would eventually experience a dramatic reversal of fortune in the early 13th century at the hands of a nomadic chieftain named Genghis Khan, with whom some of you may already be familiar…

And, of course, this section would hardly be complete without mention of the Nanzhao kingdom in the southwest, which goes on to reincarnate as the state of Dàlǐ in our latter two bookmarks, its ruling family perhaps better known among the general public for featuring prominently in the popular martial arts novels by Jin Yong (such as Demi-God and Semi-Devils and The Legend of the Condor Heroes) than for their actual historical achievements. But then again, many things are possible in our game, and perhaps some of you will raise them to legendary levels of Prowess.

Governing a Large State Is Like Cooking a Small Fish​

As the primary tier of governorship under the Chinese hegemony is the duchy tier, we’re going to compress duchies and counties into the same section and show off the former while talking mainly about the latter, since the precise borders counties are undergoing a bit of adjustment right now (to try and further minimize the projection distortion mentioned earlier) and are small enough that their names don’t appear at this scale, either.

One of the main challenges we encountered in drafting the province and county map for China is the fact that while it does possess a dizzying array of historically-documented administrative jurisdictions, they tended to undergo noticeable changes from one dynasty to the next.

Names were particularly subject to alteration, sometimes going through quite a number of them before then returning to their original or an earlier name: for this reason, please don’t take any of the names you might notice as odd to be final. Names from a mixture of times and places, including the present day, have been used as points of reference throughout development due to many different maps and sources being used, and will be subject to further revision.

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In addition, settlement patterns tended to (understandably) heavily favor the rich Central Plains in the north, the Sichuan basin in the west, as well as key coastal areas, leaving much of the comparatively less populated interior and border areas to be partitioned among a relatively smaller number of jurisdictions encompassing vast swaths of land - their effective equivalent of our game's baronies or small counties sometimes exceeding the size of entire duchies.

In the interests of being as consistent as possible in our depiction of the Chinese administrative apparatus, we have drawn primarily from administrative units used during (but not exclusively by) the Tang dynasty known commonly as zhou, an element recognizable even today in the names of great cities such as Guangzhou and Hangzhou. This does not apply, however, to the name of the ineffable and inestimable city of Zhoukou, which uses a completely different character for the first component of its name.

Some artistic liberties have had to be taken, of course - some of these borders resulted in units that were simply far too large and had to be partitioned, others far too small and had to be merged, and while river crossings play an important role in our game's combat calculations, the assessors of administrative geography in the ninth century clearly played by different rules. That having been said, we still hope to strike a balance that favors historical accuracy as much as the necessary concessions to game mechanics and balance allow.

The Nation Is Ruined, but Mountains and Rivers Remain​

I would be remiss in my duties as designated dev diary author if I did not also take a moment to give you a glimpse of some of the (still very experimental) new aesthetic alterations to the terrain map. This is, as mentioned before, absolutely still a work in progress; it quite likely has changed even further in the simple span of time between my writing this dev diary and your reading it. That, however, is a subject for further discussion another time, so I’ll leave you with a taste of it and move on.

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Something that those of you familiar with Chinese geography may have noticed is that the Chinese coastline in All Under Heaven has some noticeable differences when compared to the modern day. The twentieth and twenty-first centuries have seen extensive land reclamation efforts totaling thousands of square kilometers won from the sea, so in some areas of our map the coastline is distinctly different from how it appears on a map today, and we’ve made efforts to ensure our depiction will be as close to that of the period as possible.

Similarly, the course of some major rivers may be a source of momentary dissonance when you note that they are not quite exactly where you recall them being. The Yellow River, for example, changed course significantly even within our game's time period, but since navigable rivers are themselves inherently a component of the province map and not something able to be altered without major changes to the game’s fundamental underlying architecture, we had to settle on only one of its courses, the most enduring and the one in place in 867.

Geniuses Emerge in Every Generation, Each of Whom Is Remembered for Centuries​

Populating China with historical figures is, as you might imagine, no small task, and has quickly proven itself to be the largest scale addition we’ve made to our historical database since release by a significant, all-encompassing margin. After the vagaries of historical research carried out for much of the rest of the game world, it's almost refreshing to encounter documentation as rich and abundant as it is here, a testament to the diligence and dedication of millennia of bureaucrats and functionaries.

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[Wang Anshi’s two sons were indeed both named Wang Pang - but only in English: the Chinese characters for their names were different!]

That having been said, in some ways the system that produced such a treasure trove of documentation itself poses a challenge as much as it is a boon to our researchers and design. Magistrates and governors in China held office for what we would consider to be extremely short periods of time, very often only a year.

As a result of this, some ruler assignments (at least when the game starts) have had to be a little less rigid than we might usually prefer in cases where we don’t have known placements available for the exact years in which the game starts.

Something else we're specifically working to do as much as possible here is to also include significant numbers of historical figures and their families (such as the patriotic general Yue Fei, the Jin founder Wanyan Aguda, or the Tang warlord An Lushan) who lived during or prior to our gameplay period in our game files, and not just those who were alive or had living descendants at each of our current three start dates.

This way, modders who wish to explore alternative periods in Chinese history will have an easier time and find them already populated with key figures, as well as making things simpler for ourselves, as well, should we choose to add another start date to the game. This is not a declaration of intent to do so (nor not do so), but rather just an investment in making things more straightforward for future developers should we choose to pursue that possibility further.

But What About Performance, You Ask?​

There is one more thing I would like to briefly discuss, as I know full well that for a great many of you this aspect of the expansion is of paramount concern: performance.

We have significantly extended the existing map to encompass the rest of Asia, adding thousands of historical figures to ensure the same degree of fidelity and depth as we have to Europe or anywhere else in the game world. We are aware, of course, that this raises concerns of potential performance difficulties.

For that reason, improving performance is something that we're also working on very seriously while developing All Under Heaven, to ensure that your enjoyment of the game will not suffer or be reduced from this broadening of its horizons, and that you can freely and thoroughly enjoy all that the expansion has to offer.

Please be assured that we're working hard at it just as much as the rest of the expansion, and we will go into more detail in the future in a developer diary dedicated exclusively to this subject.

The Play Is at an End, and the Audience Dispersed​

And so we come to the conclusion of today’s dev diary. I hope this has been an informative glimpse into what China will look like in All Under Heaven, and maybe you’ve already spotted somewhere you’d like to play in.

I’m happy to take any questions or feedback that you may have. My capacity to answer mechanical and gameplay questions related to China right now is limited, though, because that’s what we’re going to be digging into in next week’s dev diary. Look forward to it, and thank you for reading!
 
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Right now it's linked to specificially the new government type at the hegemony tier with the title for China.
@Cordelion apart from the names changing in this manner, are there localization variants from different varieties of Chinese depending on the culture, or will it all be Pinyin without diacritics? For example, is Guangdong a Guangdong when top liege belongs to (one of) the Mandarin culture(s), Kui-tang when Hokkien, Kuaon-ton when Wu, Gwong Dung when Yue, etc?

If not on release, it'd be cool if Paradox managed to implement it after launch at least as an optional rule, seeing post Mongol invasion Pinyin names across whole China even if the Emperor belongs to one of the southern cultures or the regions are independent will be a bit jarring.
 
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@Cordelion apart from the names changing in this manner, are there localization variants from different varieties of Chinese depending on the culture, or will it all be Pinyin without diacritics? For example, is Guangdong a Guangdong when top liege belongs to (one of) the Mandarin culture(s), Kui-tang when Hokkien, Kuaon-ton when Wu, Gwong Dung when Yue, etc?

If not on release, it'd be cool if Paradox managed to implement it after launch at least as an optional rule, seeing post Mongol invasion Pinyin names across whole China even if the Emperor belongs to one of the southern cultures or the regions are independent will be a bit jarring.
The issue with this is that all Chinese dialects that you mentioned derive from medieval Chinese(edit: Hokkien is derived from an earlier form of Chinese, but nevertheless contains many features of medieval Chinese), which really only began differentiating during this period(and to what extent is uncertain, as each dialect change differently). Localizing names to medieval Chinese might be accurate, but it just prevents pretty much everyone except medieval Chinese linguists from reading them. Pinyin with tonal markers for any language using the alphabet may be the best choice, especially with the names of locations, as it is not the pronunciation or spelling that matters but rather the Chinese characters and concepts that the pinyin represents.
 
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The issue with this is that all Chinese dialects that you mentioned derive from medieval Chinese(edit: Hokkien is derived from an earlier form of Chinese, but nevertheless contains many features of medieval Chinese), which really only began differentiating during this period(and to what extent is uncertain, as each dialect change differently). Localizing names to medieval Chinese might be accurate, but it just prevents pretty much everyone except medieval Chinese linguists from reading them. Pinyin with tonal markers for any language using the alphabet may be the best choice, especially with the names of locations, as it is not the pronunciation or spelling that matters but rather the Chinese characters and concepts that the pinyin represents.
Pinyin reflects modern Mandarin pronunciation that derives from post-Mongol conquest, many other variants of Chinese such as Teochew are more similar to medieval Chinese pronunciation. (Using Teochew for the whole China regardless who rules it would be a bad idea, just mentioning this as an example.)

The game already uses modern spelling for locations in Europe with different localizations depending on the culture, even though realistically they would sound different and/or many languages were much more similar to each other than they are today. I'm not saying they can't use Pinyin as the basic localization, it's probably the best solution, but additional cultural localizations one could toggle in game rules would be cool, with alternate options like "all locs in Pinyin/Teochew/Cantonese" etc.

Edit: yeah, a rule for showing tonal diacritics would also be welcome.
 
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Ok SERIOUS QUESTION:

Why did you choose to add the cardinal direction qualifier after another cardinal direction qualifier?

For example:

Guangnan already means "Vast South" in Chinese. Calling it Guangnanxi in Pinyin essentially means "Vast South West". But Guangnan is the proper name. In most maps, the last qualifier should be in English to make it easier to read. I'm sure you have seen the Wikipedia maps, as you surely must have consulted at some point:

View attachment 1311839

I think the correct nomenclature here would be to copy the above rather than have everything in pinyin. Or does that get too confusing as to which character or syllable should be in English? Guangnanxi or Jinghunan read like run on sentences.
As a Chinese, I also agree with this comment. For example, the administrative region Guangnanxi (广南西路) in Chinese. The "Xi" (西) in Guangnanxi means "west." However, Guangnan East Circuit (广南东路) and Guangnan West Circuit (广南西路) were split from the original Guangnan Circuit. Similarly, Jingdong Circuit was divided into Jingdong East Circuit and Jingdong West Circuit. The name "Guangnan" was retained as a fixed identifier, while "East" and "West" mainly served to distinguish smaller administrative divisions and do not alter the fundamental geographic concept of Guangnan. Interestingly, the modern PRC province of Guangxi (广西省) also originates from this, and in this context, "Guangxi" should be used instead of "West Guang."
Another advantage of this naming system is that in modern Chinese pinyin, it feels quite odd to see double characters used in this way. It pains me to see "Jingdongdong Circuit." In contrast, 京东东路 makes perfect sense in Chinese.
 
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As a Chinese, I found certain names of duchies and counties hard to follow. I would recommend using the capital province as the name of the duchy except for a few rich and historically important ones.
 
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As someone who studied the three kingdoms period for over two decades (and, naturally, looked at the rest of Chinese history), I advise you to rename empire-level Liang. Historically, Liang was almost always in either the northwest or the southwest. For the two main exceptions:

(1) Liang (western Han) was not only subservient to the Han dynasty, but it was much smaller (smaller than most of the kingdom-tier titles in your map).
(2) Zhu Wen's Liang (907-923) may have been large, but it only lasted sixteen years. That's a blink of an eye by CK3 standards! I was playing CK3 last night (Bronze Age Reborn + Every County Independent), and even my conqueror's cat Shadow lived sixteen years.

Also, as other people said, the Liang Empire-level title should be split in two and should have more counties. The North China Plain has almost always been incredibly dense (in the three kingdoms period it had two thirds of China's people, while in modern day it's the main reason the 94-6 line [aka the Heihe–Tengchong Line] exists).

Remember, there's a reason CK3 areas like England, Mesopotamia, and India have more, smaller counties than areas like central Asia.

As someone who studied the three kingdoms period for over two decades (and, naturally, looked at the rest of Chinese history), I advise you to rename empire-level Liang. Historically, Liang was almost always in either the northwest or the southwest. For the two main exceptions:

(1) Liang (western Han) was not only subservient to the Han dynasty, but it was much smaller (smaller than most of the kingdom-tier titles in your map).
(2) Zhu Wen's Liang (907-923) may have been large, but it only lasted sixteen years. That's a blink of an eye by CK3 standards! I was playing CK3 last night (Bronze Age Reborn + Every County Independent), and even my conqueror's cat Shadow lived sixteen years.

Also, as other people said, the Liang Empire-level title should be split in two and should have more counties. The North China Plain has almost always been incredibly dense (in the three kingdoms period it had two thirds of China's people, while in modern day it's the main reason the 94-6 line [aka the Heihe–Tengchong Line] exists).

Remember, there's a reason CK3 areas like England, Mesopotamia, and India have more, smaller counties than areas like central Asia.
涼 is what you called at Northwest, 梁州 was at Shu, 梁 of Zhuwen was because 汴梁, another name of 開封.
The name for the northwest is Liang (凉), while the name for the Central Plains is Liang (梁). Although these two characters are homophones, they are actually different and should not be confused.
I think the name 梁 could be replaced by 齊, 燕, or 魏.
 
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Pinyin reflects modern Mandarin pronunciation that derives from post-Mongol conquest, many other variants of Chinese such as Teochew are more similar to medieval Chinese pronunciation. (Using Teochew for the whole China regardless who rules it would be a bad idea, just mentioning this as an example.)

The game already uses modern spelling for locations in Europe with different localizations depending on the culture, even though realistically they would sound different and/or many languages were much more similar to each other than they are today. I'm not saying they can't use Pinyin as the basic localization, it's probably the best solution, but additional cultural localizations one could toggle in game rules would be cool, with alternate options like "all locs in Pinyin/Teochew/Cantonese" etc.

Edit: yeah, a rule for showing tonal diacritics would also be welcome.
As a Taiwanese Hokkien, I approve this post. We should make Non-Mandarin Sinitic languages great again!
 
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The division of the principality seems to be in an unfinished state, with many boundary errors and imperfect refinement, but the rest feel quite consistent.
 
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You briefly spoke on performance concerns and I'm grateful to hear you are working on alleviating that possible aspect. Are you able to confirm at this point if you will be adding a game rule that allows you to "switch off" part of the map be it Europe or East Asia? I wouldn't expect it to ever be a default
 
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I have another question:

How do you deal with "adoption" in CK3 ?

Fanzhens and warlord-monarchies at late Tang to 5d10k era loved to adopt generals as their adopted sons. Daimyo at Japanese warring states era loved to adopt too. They could let their adopted son to inherited their legacy if they had no biological sons.

Kind of like principatus roman emperors.

How would you solve this problem?
 
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Dear Developers,
Please consider expanding the Ashina dynasty. Historically, they played a far greater role in the history of both the Great Steppe and China than is currently represented in the game.
It would be highly engaging to have the possibility to restore the Third Turkic Khaganate or to launch a raid on the Chinese imperial palace, as Ashina Jiesheshuai once did.
Expanding their presence would significantly enrich the historical authenticity and strategic depth of the gameplay.
 
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You briefly spoke on performance concerns and I'm grateful to hear you are working on alleviating that possible aspect. Are you able to confirm at this point if you will be adding a game rule that allows you to "switch off" part of the map be it Europe or East Asia? I wouldn't expect it to ever be a default
They already confirmed that they will *not* be doing that. Instead of being able to balance the map as a whole they would need to balance at least *two* different maps (neighboring de jure and de facto titles have big impacts on balance.) so it would add way too much to maintenance.
 
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I'm wondering if Lishui, Mongnai and Yongchang (the three new duchies in the Kingdom of Pagan) might not make more sense as their own Kingdom in the same Empire tier? just concerned that the Kingdom level title might get *too big* ?
 
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To be honest, the Imperial Law updated by Paradox this time is quite good, but there are already many problems when it comes to the kingdom, especially in the border area. There are more issues with the duchy, but I don't have the energy to modify it.
The following figure shows the adjusted kingdom boundaries, referencing the administrative region map and ethnic distribution of the Northern Song Dynasty. The main modifications are as follows
1. Nanyang should be transferred from Jingxibei to Jingxinan, and the overall position of Jingxinan should be moved northward
2. Jinan area is included in Jingdongdong, and Yanzhou area is included in Jingdongdong
3. Kuizhou expands eastward to Yichang, and an additional Miao Yao Kingdom can be established on the west side of Jinghubei and the east side of Yi Kingdom. Similarly, a Zhuang Kingdom can be added to the west of Guannan
4. Hebeidong expands southward, encompassing Weizhou all the way to Liyang.
5. Yan, Yun split, Xia, Hexi split, and the overall southward movement of the Guannei region
6. The southern states that had established modern borders in the Song Dynasty were restored to their modern borders
7. Liaodong should be separated from the Khitan and established as an independent new kingdom
8. Goryeo (Goguryeo) is too large compared to Baekje and Silla, and Baekje's territory can be expanded by a duchy to the north
9. Haizhou can be included in Huainan Dong(huaidong)
10. The prominent part of Hexi in the south of Qilian Mountains, Aksai, should be included in Anduo, which is not included in Gansu in historical maps
Because the Chinese community generally believes that the boundaries of the kingdom are too fragmented, I have redrawn them according to the above method. The beautified boundaries have also received widespread praise in Chinese communities such as Tieba and QQ, Thanks their support,iving me the motivation to send them to the official community for suggestions on future updates. Please refer to it(翻译软件翻译,仅供参考)
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I'm curious how the team will handle Korea. Not a single strategy game seems to know how to deal with Korea, often seeing them as a weak Asian nation there for consumption, but I doubt it's an accident that they survived sandwiched between powerful nations, and believe more gamers are curious how this little country came to be.

Historical records also seem to indicate that the region was highly developed in weaponry, metalworking (Silla even had steel, leading to long and flexible swords and polearms), and trade (Baekje was an economical and technological powerhouse, and had outposts likely in both China and Japan, while united Silla was known for they're wealth and culture). Hopefully they'll be able to stand their own and not be easily gobbled up in the DLC.
 
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Hello, person working closely with Taiwan indigenous people here.

I'm profundly sadden by your design choices concerning the island, both for the name of the duchy "dongfang" being a chinese name when you could have looked for the name of the island in one of the indigenous language (like the Tayal, Siraya, or Amis language for example) Taiwan itself.

Secondly, Hoanya IS NOT the name of a plain indigenous group that inhabited the island. It is a DERAGOTARY term used by southern chinese immigrants, during the Dutch induced migration of Minnan population in Taiwan, to call indigenous people. Once again, Dutch archives can help you find the name of a real plain indigenous group that lived at this period (like the Siraya people).

Lastly, due to its history, I really believe the island should not be included as a played area on the map. But please, if you do, at least fix the first two issues, thank you, for me and for Taiwan indigenous people representation.
 
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@Lyacs it might be best if you make a separate thread for this so that the problems become more widely known.

Out of curiosity:
Lastly, due to its history, I really believe the island should not be included as a played area on the map. But please, if you do, at least fix the first two issues, thank you, for me and for Taiwan indigenous people representation.
Do you mean that allowing Taiwan to be playable (and thus conquer-able) would hurt the indigenous Taiwanese communities? IMHO representing them faithfully (after resolving the issues you mentioned) would be much better for their visibility than leaving the island as some terra incognita, and might spark interest in their culture(s).
 
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@Lyacs it might be best if you make a separate thread for this so that the problems become more widely known.

Out of curiosity:

Do you mean that allowing Taiwan to be playable (and thus conquer-able) would hurt the indigenous Taiwanese communities? IMHO representing them faithfully (after resolving the issues you mentioned) would be much better for their visibility than leaving the island as some terra incognita, and might spark interest in their culture(s).
it's also because the current tribal system in won't really represent well the political structures in place at the time, nor how the territory division works in ck3
(and the fact they could be annexed as soon as the starting date, especially when a CERTAIN country's political leadership is currently pushing a narrative at home claiming that they controlled culturally and politically the island much before than the VOC arrival to Taïwan, which it wasn't the case) .

But yeah, the most important would at least be a change to the first two issues at least, especially the Hoanya one. And if they wishes to keep taiwan playable, then maybe separating it into two "duchy" for the north and southern taiwanese indigenous which were different and would allow more "fracturation" which was the case at the time.

And I'm not going to talk about Taïwan being part of "de jure" kingdom of what appears northern Indonesia (Nusantara) ? tho it's better than nothing, even if something more with just northern philippines would be already a bit better ( Yami people in Lanyu island shares a direct heritage with islander in this area).
 
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it's also because the current tribal system in won't really represent well the political structures in place at the time, nor how the territory division works in ck3
(and the fact they could be annexed as soon as the starting date, especially when a CERTAIN country's political leadership is currently pushing a narrative at home claiming that they controlled culturally and politically the island much before than the VOC arrival to Taïwan, which it wasn't the case) .

But yeah, the most important would at least be a change to the first two issues at least, especially the Hoanya one. And if they wishes to keep taiwan playable, then maybe separating it into two "duchy" for the north and southern taiwanese indigenous which were different and would allow more "fracturation" which was the case at the time.

And I'm not going to talk about Taïwan being part of "de jure" kingdom of what appears northern Indonesia (Nusantara) ? tho it's better than nothing, even if something more with just northern philippines would be already a bit better ( Yami people in Lanyu island shares a direct heritage with islander in this area).
While I, too, am sympathetic to indigenous perspectives and agree with most of your points,

I must disagree with your assertion about who arrived in Taiwan first.

Fujian is just dozens of kilometers away from Taiwan. Even accounting for challenging ocean currents, the crossing was never truly insurmountable. Penghu, now part of Taiwan, was explicitly documented as under Chinese control during the Song Dynasty. Meanwhile, other parts of Taiwan frequently served as bases for Han Chinese pirates, with the earliest records tracing back to the Wu Kingdom of the Three Kingdoms period—when Chinese navigators were already reaching the island.

What you should be discussing isn't "arrival," but rather "control" or "domination." You're absolutely right that there's no clear record of sustained governance over Taiwan before Zheng Chenggong's era.
 
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1. The name Liao (遼) makes sense, as it was the name of Khitan state (大 Great 遼 Liao),
and the successor to the Balhae Kingdom, the Heungryo/Xingliao (興 Rising 遼 Liao) , also used this name.

2. It's silly to lump them together as having the same language family.

In the case of the Sun Wu(孫吳) and Yuan(元) dynasties,
there were many attempts at exchange, such as conquest and colonisation in China, especially in the southeast part,
but I don't think they had any colonising-like influence on Taiwan from the Philippines.

So the Formosans came from Fujian, it seems reasonable to lump them into the Wu region.
After the Middle Ages, Benshengren(本省人) from Fujian also colonised Taiwan. Just like the Formosans.

This is the same reason why I lumped the Tohoku, Sakhalin, and Kuril Islands in the Japanese region.

3. If the Samhan Empire was added with the 外王內帝(Externally King, Internally Emperor) system in mind,
Vietnam, Xixia, Dali, and Burma should have their own empires.

4. Jiangnan(吳), Xinan(蜀) and Liangguang(越?/粤?) all have their own empires, but Lianghu doesn't, so it would be cool to add Chu(楚) Empire.
 
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