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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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The key points about CK3's de jure is

Who governed?

If you argue for Sinitic pirates and fishermen set foot before Europeans, then what about the indigenous people? They lived here for thousands years, way before the earliest Sinitic kingdom's foundation.

TAIWAN SHOULD NOT BE PART OF ANY DE JURE SINITIC EMPIRE IN CK3.
So I'd say I agree with almost all of his points—my only disagreement is the claim that they arrived later than the VOC.
 
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It probably makes most sense to have Taiwan and Philippines as parts of the same de jure empire.
Not really. There's no proven contact between the Philippines or Taiwan or any political organization ruling both as an integrated part of an empire that would consider it de jure. Realistically the earliest political entity that actually treated or started to treat Taiwan as an integral part of their country was the Qing dynasty when they annexed it and at the very end when they separated it into a province.

The only reason why Taiwan is de jure part of anything is because

1) All territory has to be de jure part of something in CK3.

2) Some vague broad cultural similarity between Asian tribal island people.

3) Politics

Reality is that before the Qing dynasty, no country that could be described as an empire actually treated Taiwan as something similar to a de jure part of their country. Basically nothing happened to Taiwan during the entire CK3 period except some Chinese people visiting it, thinking it was a worthless piece of mud, and going back to China. The Taiwanese tribals never got organized, never had a functioning state, never united, didn't have a written language, didn't have historical records, and therefore almost nothing is known about them other than legends and stuff Chinese people brought back with them to China. I suspect they'll be depicted as belligerent tribal people that anybody close to them will be able to conquer given enough resources and time centuries earlier, because that's how similar people are depicted elsewhere in Siberia and Africa.
 
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Not really. There's no proven contact between the Philippines or Taiwan or any political organization ruling both as an integrated part of an empire that would consider it de jure. Realistically the earliest political entity that actually treated or started to treat Taiwan as an integral part of their country was the Qing dynasty when they annexed it and at the very end when they separated it into a province.

The only reason why Taiwan is de jure part of anything is because

1) All territory has to be de jure part of something in CK3.

2) Some vague broad cultural similarity between Asian tribal island people.

3) Politics

Reality is that before the Qing dynasty, no country that could be described as an empire actually treated Taiwan as something similar to a de jure part of their country. Basically nothing happened to Taiwan during the entire CK3 period except some Chinese people visiting it, thinking it was a worthless piece of mud, and going back to China. The Taiwanese tribals never got organized, never had a functioning state, never united, didn't have a written language, didn't have historical records, and therefore almost nothing is known about them other than legends and stuff Chinese people brought back with them to China. I suspect they'll be depicted as belligerent tribal people that anybody close to them will be able to conquer given enough resources and time centuries earlier, because that's how similar people are depicted elsewhere in Siberia and Africa.
I think maybe it's time to introduce some ocean current to some regions like Canaries and Taiwan to simulate some areas harder to reach from a neighboring province than somewhere far away in Middle Ages.
 
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I am taking my information from "China's Cosmopolitan Empire: The Tang Dynasty" by Mark Edward Lewis. The work is generally considered quite reputable so.i personally subscribe to it, and he is quire clear that economically the south was increasingly getting wealthier and wealthier over the period(and prior periods). The cultural horizon of the Han had gone south over the period as well. Tropes of steaming jungles and marshes, poisonous plants and tribesmen which has once been talked about in regards to the Yangzi were now used to refer to areas further and further south as the Yangzi regions were firmly "tamed" and incorporated as core parts of the Han identity.

Chang'an is an unnatural city, it relies on the political authority of the dynasty to exist. It is huge yes, and rich, but for politics because the will of the emperor and of the state can make it so and divert resources to it. It cannot sustain itself off of the surrounding region and must be fed by grain from the canals, both from the northeastern region and the south. The dominance of the Guanzhong elite was also due to this political centrality. Do not discount the work of generations in the south, development had long been ongoing in the south under the northern and southern dynasties. The Song did not develop the south alone but inherited almost 1000 years of hard work and progress, from the Sun clans Wu, to Jin and the other southern dynasties and development under local elites of the Tang period.
The prosperity of Chang'an was based on politics, but the capital of the Song Dynasty, Bianliang, was not. Despite experiencing multiple massacres by the Qin Dynasty, Jurchen, and Mongols, this city was able to tenaciously rise again until railways replaced canals.
 
Not really. There's no proven contact between the Philippines or Taiwan or any political organization ruling both as an integrated part of an empire that would consider it de jure. Realistically the earliest political entity that actually treated or started to treat Taiwan as an integral part of their country was the Qing dynasty when they annexed it and at the very end when they separated it into a province.

The only reason why Taiwan is de jure part of anything is because

1) All territory has to be de jure part of something in CK3.

2) Some vague broad cultural similarity between Asian tribal island people.

3) Politics

Reality is that before the Qing dynasty, no country that could be described as an empire actually treated Taiwan as something similar to a de jure part of their country. Basically nothing happened to Taiwan during the entire CK3 period except some Chinese people visiting it, thinking it was a worthless piece of mud, and going back to China. The Taiwanese tribals never got organized, never had a functioning state, never united, didn't have a written language, didn't have historical records, and therefore almost nothing is known about them other than legends and stuff Chinese people brought back with them to China. I suspect they'll be depicted as belligerent tribal people that anybody close to them will be able to conquer given enough resources and time centuries earlier, because that's how similar people are depicted elsewhere in Siberia and Africa.
Before Qing, Dutch, Spanish, Koxinga had ruled part of Tawan. And Qing was never ruled whole Taiwan. Otherwise, Qing is not in the timeframe of CK3, you can't fabric a de jure claim of Taiwan to Sinitic empire because of Qing.

By the way, It was Japan unified whole Taiwan at 1915. Before that, no empire had accomplished whole-island-ruling.

Thus if every territory should belong to a de jure empire in CK3, Taiwan should be part of an Austronesian one because of cultural similarity.
 
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Before Qing, Dutch, Spanish, Koxinga had ruled part of Tawan. And Qing was never ruled whole Taiwan. Otherwise, Qing is not in the timeframe of CK3, you can't fabric a de jure claim of Taiwan to Sinitic empire because of Qing.

By the way, It was Japan unified whole Taiwan at 1915. Before that, no empire had accomplished whole-island-ruling.

Thus if every territory should belong to a de jure empire in CK3, Taiwan should be part of an Austronesian one because of cultural similarity.
If you think so, then why not include Granada in the Maghreb Empire and exclude Ireland and Scotland from the British Empire?

The 17th century, when the Fujian Chinese entered Taiwan, would be closer to the Middle Ages than circa 2200 BC, when the Austronesians entered the Philippines.

Heritage and Language are enough to tie Malayo-Polynesian and Formosan together.
This game is not a linguistics simulation.
 
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I think maybe it's time to introduce some ocean current to some regions like Canaries and Taiwan to simulate some areas harder to reach from a neighboring province than somewhere far away in Middle Ages.
The thing is, it wasn't even hard to reach. People had been there probably as early as the ancient era. They just didn't care. The region opposite of Taiwan is Fujian, one of China's poorest provinces. The entire region was underdeveloped until modern times because it's all hills and a bunch of tribal people for most of the first millenium. As early as the 11th century, Chinese people were regularly visiting Penghu which was already more than half way to Taiwan. It wasn't hard to reach Taiwan, but that didn't mean people were going to colonize it for no reason. It only became relevant when Chinese traders and pirates started using it as a base and then Dutch people who didn't even want to be in Taiwan but were forced to because they got kicked out of China. You can't simulate human motivation. If any Chinese dynasty really really wanted to they definitely could have colonized Taiwan, but functionally there is no reason to. It was economically impoverished, full of hostile tribal people who practiced headhunting as their culture, and its closest region in China was also not very developed.

There's no reason why any power shouldn't be able to colonize Taiwan during the CK3 time period. All the techonlogy that was available to the Qing were available to the Song dynasty or other neighboring people. They just didn't want to because there was no reason to.

It's one of those things that seems obvious to do as a player because of hindsight and modern politics, but would have seemed meaningless to anybody in the CK3 time period.
 
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If you think so, then why not include Granada in the Maghreb Empire and exclude Ireland and Scotland from the British Empire?

The 17th century, when the Fujian Chinese entered Taiwan, would be closer to the Middle Ages than circa 2200 BC, when the Austronesians entered the Philippines.

Taiwan was never ruled by any Sinitic states in the middle ages. How could a 17th century ruling became a dejure claim in Middle ages? Ridiculous.

By contrast, Granada was once a part of Roman Hispania. Scotland is part of British isles and shared same Insular Celtic languages to Celti Bretonics.

Or we can just say, this is nonsense that every territory should belong to a de jure empire in CK3.
 
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So was Taiwan ever part of Nusantara (Indonesia+Malaysia+Phillipines)Empire in the past?

Likely_routes_of_early_rice_transfer,_and_possible_language_family_homelands_(archaeological_s...png


What do you think of this map showing the spheres of the ancient Austronesians? I think it's appropriate to put them in the Wu area.

Rather, it seems preferable to follow the Book of Sui (636) and create the Ryukyu Empire, including the two kingdoms of Greater Ryukyu (Ryukyu Islands) and Lesser Ryukyu (Taiwan).
 
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So was Taiwan ever part of Nusantara (Indonesia+Malaysia+Phillipines)Empire in the past?

View attachment 1314569

What do you think of this map showing the spheres of the ancient Austronesians? I think it's appropriate to put them in the Wu area.

Rather, it seems preferable to follow the Book of Sui (636) and create the Ryukyu Empire, including the two kingdoms of Greater Ryukyu (Ryukyu Islands) and Lesser Ryukyu (Taiwan).
What about changing the name "Wu" to "Austronesian" ? If you think that "Wu" was once Austronesian, why not call it in an Austronesian term?


Then, what about this one? Make Liang another Austronesian de jure empire?


"Wu" share no legacy to Austronesians. Now southern China might had Proto-Austro-Tai, or even Proto-Austro-Tai-Japonic people lived.

Including your pic, all are theories. But no theory could support a false claim to an island you've never ruled in middle ages.
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Were there any Austronesians left on the mainland "Wu" during the game's earliest start date?

Ultimately I don't really care either way; the one major issue with putting Taiwan in one of Chinese de jure empires is that it'd automatically place it within the China Hegemony, which feels absurd (JAPAN had more in common with Chinese culture than Taiwan at that point in time).
 
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What about changing the name "Wu" to "Austronesian" ? If you think that "Wu" was once Austronesian, why not call it in an Austronesian term?


Then, what about this one? Make Liang another Austronesian de jure empire?


"Wu" share no legacy to Austronesians. Now southern China might had Proto-Austro-Tai, or even Proto-Austro-Tai-Japonic people lived.

Including your pic, all are theories. But no theory could support a false claim to an island you've never ruled in middle ages.
View attachment 1314753View attachment 1314759

So did the natives of Luzon ever have any influence on Taiwan? No, more like Japan and Fujian.

It's absurd to lump them into the same language family when they don't even understand each other.

Are you also thinking of including Champa and Madagascar in the Austronesian empire?
 
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So was Taiwan ever part of Nusantara (Indonesia+Malaysia+Phillipines)Empire in the past?

View attachment 1314569

What do you think of this map showing the spheres of the ancient Austronesians? I think it's appropriate to put them in the Wu area.

Rather, it seems preferable to follow the Book of Sui (636) and create the Ryukyu Empire, including the two kingdoms of Greater Ryukyu (Ryukyu Islands) and Lesser Ryukyu (Taiwan).
Basically, I agreed to make Three Mountains great again. Quite weird about them being seemingly part of Nusantara.

What's more, I don't feel Taiwan is really a part of the medieval world, indeed. It was never an Austronesian de jure. No clue that aboriginals made their own country. Penghu was definitely a Chinese possession. I don't feel the need to instantiate the entire island in the map. You can color it under the shadow of Penghu and Ryukyu, but it's better to leave the island alone.
 
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As a player deeply interested in chinese history , I'd love to see these uniquely Chinese imperial mechanics reflected in the game. Unlike medieval Europe, ancient China's survival depended on centralized control of grain - with only a few key regions (like Jiangnan) producing food while borderlands were barren. This meant rebels absolutely had to capture these breadbasket areas first to sustain any uprising, creating a crucial strategic layer.

Religion here fundamentally served imperial power, never the other way around. Daoism thrived when emperors chased immortality; Buddhism gained favor because royal consorts believed in reincarnation for their sons' imperial claims. But Confucianism reigned supreme because its core principle -The ruler commands death, the subject must obey - made it the perfect tool for absolute monarchy. That's why China's imperial exams exclusively tested Confucian classics: its entire philosophy existed to serve the throne.

This brings us to the emperor's unmatched authority. All land belonged solely to the emperor, not regional lords. Every official served the throne directly - there were no fragmented loyalties. Noble ranks (King, Duke, Marquis, Earl, Viscount) granted privileges, not land control. For example, these titles regulated social status through concubine quotas: Kings could have 24, Dukes 20, down to 13 for lower nobles. The emperor himself maintained the legendary "Three Palaces and Six Courts" with 72 consorts, replenished through annual imperial selections.

These marriages were pure political engineering. When the emperor chose daughters of generals, ministers, or governors as consorts, he bought their families' loyalty - boosting his legitimacy, factional support, and regional control simultaneously. For subjects, getting a daughter into the palace meant massive political gains: officials secured promotions, while wealthy commoners could buy elite status to enter the system, acquire more wives, and build influence through nepotism.

Imagine gameplay where hosting consort selections boosts "Faction Loyalty" and "Imperial Legitimacy" metrics. Nobles could leverage concubine quotas to build clan networks. Players could strategize marriage alliances to control regions or climb bureaucratic ranks - mirroring how imperial China truly operated through centralized logistics, exam-based Confucian bureaucracy, and marriage politics. Implementing these systems would create unparalleled historical depth!
 
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Another thing, don't forget the strategic mountain passes (关隘). These uniquely Chinese fortifications were built at narrow chokepoints in mountainous terrain. They served dual functions: as customs checkpoints controlling trade/taxation and as military strongholds defending against invasions or suppressing rebellions.I wish i can see it perform in the beautiful dlc that is going to be release.
 
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As a player deeply interested in chinese history , I'd love to see these uniquely Chinese imperial mechanics reflected in the game. Unlike medieval Europe, ancient China's survival depended on centralized control of grain - with only a few key regions (like Jiangnan) producing food while borderlands were barren. This meant rebels absolutely had to capture these breadbasket areas first to sustain any uprising, creating a crucial strategic layer.

Religion here fundamentally served imperial power, never the other way around. Daoism thrived when emperors chased immortality; Buddhism gained favor because royal consorts believed in reincarnation for their sons' imperial claims. But Confucianism reigned supreme because its core principle -The ruler commands death, the subject must obey - made it the perfect tool for absolute monarchy. That's why China's imperial exams exclusively tested Confucian classics: its entire philosophy existed to serve the throne.

This brings us to the emperor's unmatched authority. All land belonged solely to the emperor, not regional lords. Every official served the throne directly - there were no fragmented loyalties. Noble ranks (King, Duke, Marquis, Earl, Viscount) granted privileges, not land control. For example, these titles regulated social status through concubine quotas: Kings could have 24, Dukes 20, down to 13 for lower nobles. The emperor himself maintained the legendary "Three Palaces and Six Courts" with 72 consorts, replenished through annual imperial selections.

These marriages were pure political engineering. When the emperor chose daughters of generals, ministers, or governors as consorts, he bought their families' loyalty - boosting his legitimacy, factional support, and regional control simultaneously. For subjects, getting a daughter into the palace meant massive political gains: officials secured promotions, while wealthy commoners could buy elite status to enter the system, acquire more wives, and build influence through nepotism.

Imagine gameplay where hosting consort selections boosts "Faction Loyalty" and "Imperial Legitimacy" metrics. Nobles could leverage concubine quotas to build clan networks. Players could strategize marriage alliances to control regions or climb bureaucratic ranks - mirroring how imperial China truly operated through centralized logistics, exam-based Confucian bureaucracy, and marriage politics. Implementing these systems would create unparalleled historical depth!
While I think that having *that many consorts* is completely unreasonable for the game, I do think that there should be greater granularity in concubinage tenets in Religions, and separation from Marriage tenets, allowing you to have multiple spouses *and* multiple concubines, allowing for the children of concubines to inherit after the children of spouses, and allowing individuals to have same-sex concubines even if they can't have same-sex spouses (After all, Chinese Emperors of various dynasties having well-known male lovers without shame or reprisal are well known.)
 
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