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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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Apparently, Empires aren't meant to be held by vassals of a Hegemon. Will this be hardcoded? Or will a modder be able to technically allow a Hegemon to have Emperor-level vassals?
This has already been answered in the affirmative re modding, but I would like to say tangentially that while it does make sense to not have empire tier vassals generally in vanilla I can also think of a couple of exceptions (mainly the Mongol Empire or a reunified Rome that decides to recreate the East/West divide or the tetrarchy or something)

On a separate note, I am curious to see in the future the northern of the two empires on the Japanese archipelago, it seems an interesting choice to name the Emishi+Ezo lands as "Amur" when I associate that name with a region on the mainland.

The other thing I'm looking forward to seeing which may be answered next week is if a new dynasty can be proclaimed via usurpation/coup by someone in the court as happened in the Three Kingdoms era with both Cao Wei and then in turn Sima Jin.
 
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This seems like a gross characterization. This may be true especially for the Southern Song which is in the context of the game, but not at the start. The moving of population south is a graduation thing that does accelerate in civil war, especially north/south standoffs.

Consider Pre Anlushan Rebellion tang, where we can get a good census before everything is disrupted and split. The north is CLEARLY highly populated. Not even close to this majority/minority split you are insinuating without the massive urbanization seen during the Song.

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Ok fair I have probably overstated the divide. Especially in 867. But by Song certainly so. According to the book "China Between Empires" by Mark Edward Lewis at the start of the Sui in 589 rougly 40% of the population was in the Yangzi valley(which I assume includes Sichuan?). This region was also very economically productive. The population in the north did continue to grow over time, it did not decline, but it was far outpaced by the south, which had 85% of the population by the end of the Thirteenth century. Also part of what I had failed to consider(and made my comment a bit hyperbolic) is that Hebei in the post An-Lushan period was mostly(with a few exceptions) out of the control of the dynasty, hence why Chang'an economically relied on grain from the south to stay afloat, even more than it already did pre-rebellion(part of the reason the court had to move to Luoyang at times was due to food shortages after all).
 
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but it was far outpaced by the south, which had 85% of the population by the end of the Thirteenth century.
This needs to take into account that a large number of wars occurred in northern China and few affected southern China, the lower accuracy of population statistics by northern regimes, and the massacres by Mongolians.
During the main runtime of the game, the economy of southern China did not have such a huge advantage compared to the north. Especially during the establishment of the Ming Dynasty, the record of the northern population was' barren fields with no one for thousands of miles', and the impact of war and massacre on the northern population and economy was devastating.
 
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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.
That doesn't really matter, as paradox is translating them both as Liang instead of differentiating them with accent marks.

Furthermore, Liang 梁 was associated with the southwest, as shown by Sima Yan's establishment of it in 267 and Sui's expansion of it. Meanwhile, the central plains version was down to a single commandery by the three kingdoms period; it would briefly return to kingdom status under Wu Zetian, but its only holder Wu Sansi would be demoted to King of Dejing sixteen years later and killed a year after that.
 
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This needs to take into account that a large number of wars occurred in northern China and few affected southern China, the lower accuracy of population statistics by northern regimes, and the massacres by Mongolians.
During the main runtime of the game, the economy of southern China did not have such a huge advantage compared to the north. Especially during the establishment of the Ming Dynasty, the record of the northern population was' barren fields with no one for thousands of miles', and the impact of war and massacre on the northern population and economy was devastating.
Don't get me wrong obviously the devestation of the mongols was bad, but no I am pretty firm in my belief that by the late tang the cultural and economic center had already shifted southeast. One of the major purposes of the Grand Canal after all was to facilitate the transport of southern goods and profits to Chang'an(and Luoyang) and the cities that served as junction routes along the canals became spectacularly rich. As was the case with Jiangdu(Yagzhou) which was practically the economic center of the dynasty.
 
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One of the major purposes of the Grand Canal after all was to facilitate the transport of southern goods and profits to Chang'an(and Luoyang) and the cities that served as junction routes along the canals became spectacularly rich. As was the case with Jiangdu(Yagzhou) which was practically the economic center of the dynasty.
I guess you're talking about Yangzhou.

The southern economy of the Tang Dynasty was only just beginning to develop, and there was still a gap between it and the traditional economic zone in the north, especially in terms of population. The main reason why Chang'an needed canal transportation resources was due to its large population. The urban area of Chang'an was much larger than any city in the world at the same time (84 square kilometers), three times that of Baghdad (30 square kilometers) and four times that of Constantinople (17 square kilometers). At its peak, the population exceeded one million, and the environment at that time was difficult to accommodate such a huge population. Relying on the Grand Canal to transport food and resources was very important. Even so, there were still records in the mid to late Tang Dynasty of emperors bringing a large number of officials to the eastern capital Luoyang for permanent residency (due to food).

The transfer of economic and cultural centers occurred during the Song Dynasty, especially during the Southern Song Dynasty. The policy during the Northern Song Dynasty was to concentrate the entire country's efforts on developing the capital city of Bianliang, which resulted in a population far exceeding one million. In addition, there were even more imperial guards stationed in the capital city (which was also the main reason why the Northern Song Dynasty did not establish the capital city in Chang'an or Luoyang, which many previous dynasties had chosen, but in Bianliang, located right next to the Grand Canal). It is difficult to say that the southern economy could surpass Bianliang as a city. The Southern Song Dynasty led to the southward migration of northern craftsmen and the transfer of political centers, which greatly developed the productivity of the Jiangnan region. At this time, the economic development in the north was slow due to population loss, resulting in a fundamental reversal of the economic ratio between the north and south.
 
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I guess you're talking about Yangzhou.

The southern economy of the Tang Dynasty was only just beginning to develop, and there was still a gap between it and the traditional economic zone in the north, especially in terms of population. The main reason why Chang'an needed canal transportation resources was due to its large population. The urban area of Chang'an was much larger than any city in the world at the same time (84 square kilometers), three times that of Baghdad (30 square kilometers) and four times that of Constantinople (17 square kilometers). At its peak, the population exceeded one million, and the environment at that time was difficult to accommodate such a huge population. Relying on the Grand Canal to transport food and resources was very important. Even so, there were still records in the mid to late Tang Dynasty of emperors bringing a large number of officials to the eastern capital Luoyang for permanent residency (due to food).

The transfer of economic and cultural centers occurred during the Song Dynasty, especially during the Southern Song Dynasty. The policy during the Northern Song Dynasty was to concentrate the entire country's efforts on developing the capital city of Bianliang, which resulted in a population far exceeding one million. In addition, there were even more imperial guards stationed in the capital city (which was also the main reason why the Northern Song Dynasty did not establish the capital city in Chang'an or Luoyang, which many previous dynasties had chosen, but in Bianliang, located right next to the Grand Canal). It is difficult to say that the southern economy could surpass Bianliang as a city. The Southern Song Dynasty led to the southward migration of northern craftsmen and the transfer of political centers, which greatly developed the productivity of the Jiangnan region. At this time, the economic development in the north was slow due to population loss, resulting in a fundamental reversal of the economic ratio between the north and south.
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if we add this map to the previous discussion, we can see that the majority of the population change occurs between the Song and the Yuan.

To add, Bianliang (Kaifeng) is one of the largest cities in the world around 1000CE, which quickly starts to lower and then is replaced by Linan (Hangzhou) in the 12th century, this is well documented.
 
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It's true that pressure form the northerners pushed a lot of Chinese people south (such as Jin's conquest of northern Song 1125-1127), but in most starting dates that had yet to happen (or for 311's Disaster of Yongjia, was long recovered from).

Furthermore, fertile plains are more conductive to large populations than hillsides, especially when paddy fields are involved. Yes, terrace farming existed, but IIRC it was limited to areas of Yunnan at the time, and even there it was only a small percentage of mountains and hills.
 
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Oh by the way someone more knowledgeable than me could probably write a wall of text.

But I feel it’s important that the Tusi System gets talked about.

Imo the Map is granular enough to represent the bigger Tribal Chiefs as vassals. Maybe with feudal government? Or tribal.
 
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I guess you're talking about Yangzhou.

The southern economy of the Tang Dynasty was only just beginning to develop, and there was still a gap between it and the traditional economic zone in the north, especially in terms of population. The main reason why Chang'an needed canal transportation resources was due to its large population. The urban area of Chang'an was much larger than any city in the world at the same time (84 square kilometers), three times that of Baghdad (30 square kilometers) and four times that of Constantinople (17 square kilometers). At its peak, the population exceeded one million, and the environment at that time was difficult to accommodate such a huge population. Relying on the Grand Canal to transport food and resources was very important. Even so, there were still records in the mid to late Tang Dynasty of emperors bringing a large number of officials to the eastern capital Luoyang for permanent residency (due to food).

The transfer of economic and cultural centers occurred during the Song Dynasty, especially during the Southern Song Dynasty. The policy during the Northern Song Dynasty was to concentrate the entire country's efforts on developing the capital city of Bianliang, which resulted in a population far exceeding one million. In addition, there were even more imperial guards stationed in the capital city (which was also the main reason why the Northern Song Dynasty did not establish the capital city in Chang'an or Luoyang, which many previous dynasties had chosen, but in Bianliang, located right next to the Grand Canal). It is difficult to say that the southern economy could surpass Bianliang as a city. The Southern Song Dynasty led to the southward migration of northern craftsmen and the transfer of political centers, which greatly developed the productivity of the Jiangnan region. At this time, the economic development in the north was slow due to population loss, resulting in a fundamental reversal of the economic ratio between the north and south.
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.
 
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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!
Will the obvious detail and style change for mountains also affect the old part of the map, or will it end up having the western part of the map look really dated compared to the east?
 
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I am not an expert on the East, but it seems to me that the developments in these dlcs can be used to make the game in Europe even more interesting. It seems obvious to me that it is necessary to add the ability to create the hegemony of the Arab Caliphate from Iberia to Central Asia. Perhaps it is worth adding on the last date the ability to create a "Grand Duchy of Lithuania" on the last date through the creation of a confederation of tribes with the subsequent ability to unite with Poland through an alliance and the capture of Pomerania. One of the conditions for the unification should be good relations with all powerful vassals of Poland, and the ability to further expand and press the solution "Rzeczpospolita od morza do morza".
 
I'm still hoping that at least some small Torres Strait Islands will be added, at least enough that I can play as a Torres Strait Islander tribe and (hopefully) one Aboriginal tribe.
 
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Regarding performance issues: I got a 2 years old Dell Alienware Laptop and my game crashes frequently - at least once per 2 hours.

I rarely play a game longer than 200 years and never finished a game once. Still the game crashes on me that often. When trying to report the details I get an error note.

This is already by far the most unstable game I've ever played - so yeah, performance issues are a concern of mine.

I don't know if others can relay.
 
As far as Dynasty Names being too samey in some cases (lots of Wangs and Lis) currently some House names have things like "of" or "de" before the actual name, but that isn't included on the House name, just interposed between character names and their house? (I think I'm explaining this poorly, but I hope it makes sense.) So perhaps expand that system to allow for geographic designations to be added in the House menu, but not on character names? so like the House would be "X Wang" but characters would be named like "Wang Y" ?
 
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Hi, will we have a protectorate system (like Western or Anbei Protectorates, etc.)?

Or something like a "deadlock struggle" when states are in a stalemate over unifying China (3 Kingdoms, North and South Dynasties, etc.)?

Or like an "invasion struggle" when there is an invasion from a foreign dynasty (16 kingdoms/Liao/Jin/Mongol)?


Chinese civil wars are hella bloody, can we do something about this? Things like the Yellow Turban, An Lushan, and the Taiping?

I hope I can have different play styles/buffs with dynasties associated with the five elements
 
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I wish to be authorized by the emperor to invade and establish a protectorate in an empire far west, launching an An Lushan-style civil war to claim the mandate of heaven, or simply become a new Chinese empire far west to establish my own mandate of heaven.
 
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Hello, while researching some topics related to Ma-i —which seems to have functioned in the game as a bridge island of the Tang Empire for trade with the Philippine archipelago— I found historical sources that might indicate regular trade exchange with Nestorian Christian communities, also known as Assyrian Churches.


In particular, activity is mentioned in the area that today corresponds to Pangasinan, known in Chinese sources as Feng-chia-hsi-lan (馮嘉施蘭).


A relevant text is Nestorian 'Merchant Missionaries' – A Model for Christian Chinese Migrants, by John Gordy, which focuses on the missionary activity of Nestorian Christians in China during the Tang dynasty (618–907 AD). The year 635 is especially significant, as it marks the arrival of the Nestorian bishop Alopen in the imperial capital, Chang’an.


Therefore, it would be interesting to explore how Visayan Filipinos might have reacted to this type of religious and commercial contact.
 
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