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Tinto Maps #23 - 18th of October 2024 - China

Hello, and welcome to another week of Tinto’s fun Maps. This week it will be a huge one, as we will take a look at the entirety of China. It is a really big area, but it didn’t make sense to split it into multiple parts to present it separately, so we are showing it all at once. So, without further ado, let’s get started.

Countries
Countries.png
Colored impassables.png

Obviously the territory is dominated by Yuán, with Dali as its vassal. They appear big, strong, and scary, but they will have their own fair share of problems for sure. I will not go into detail into the countries that can be seen further south, as we will talk about Southeast Asia in a future Tinto Maps.

Societies of Pops
SoP.png

Quite a variety of peoples in Southwest China, as you will see later in the culture maps.

Dynasties
Dynasties.png

Here we finally have managed to catch the full name of the Borjigin dynasty in all its glory.

Locations
Locations.png

Locations zoom 1.png

Locations zoom 2.png

Locations zoom 3.png

Locations zoom 4.png

Locations zoom 5.png

Locations zoom 6.png

Locations zoom 7.png

Locations zoom 8.png

Locations zoom 9.png
Before you ask, there are around 1800 locations in China proper, not counting impassables and barring possible counting errors.

Provinces
Provinces.png

Provinces zoom 1.png
Provinces zoom 2.png
Provinces zoom 3.png
Provinces zoom 4.png
Provinces zoom 5.png

Areas
Areas.png


Terrain
Topography.png
Climate.png
Vegetation.png

You will notice here that there are few locations assigned as "farmlands", that's because when we did this part of the map there was yet not a clear criteria on how we would be defining the farmlands and their placement here hasn't been reviewed yet.

Development
Development.png

As mentioned before, the harsh changes of development at the end of China proper is probably too strong right now and it’s something that will have to be reviewed, especially at the Liáodōng area.

Natural Harbors
Natural Harbors.png


Cultures
Cultures.png

Cultures zoom 1.png

Cultures graph.png

There is a lot of cultural variation in China, not only among the sinitic peoples (which have been divided according to their linguistical and dialectal differences) but also having many other types of non-sinitic peoples. The resulting pie chart for the cultures of the country is a wonder to see indeed. And even if Yuán itself is Mongolian, there are actually very few Mongolian people in the country, as only the ruling class would belong to it. That is one other source of further trouble for Yuán.

Religions
Religions.png

Religions zoom.png
Considering religion, there is also a lot of variation in the South West, and one thing you will notice is the clear lack of “Animism”. We have finally eliminated Animism as a religion from the game and have divided it into many multiple ones. Besides this, and some Muslim presence in some areas, there are other small pockets of religions that do not get to appear in the map, like Manichaeism, Nestorianism, Judaism and Zoroastrianism. And the elephant in the room is the Mahayana, that we have already mentioned that we have plans on dividing it, but more on it at the end.

Raw Materials
Raw materials.png

Raw materials zoom 1.png

Raw materials zoom 2.png
Raw materials zoom 3.png
Raw materials zoom 4.png
A very resource rich region, which makes it understandable that China was able to basically be self-sufficient in terms of resources for long periods in history, and with many sources of highly appreciated resources like silk, tea, and even soybeans. Another interesting thing is the division on the preference of grain cultivation, with rice being more prominent in the south while the north tends to favor wheat and sturdy grains (millet, basically).

Markets
Markets.png


Population
Population.png

Population zoom 1.png
Population zoom 2.png
Population zoom 3.png
Population zoom 4.png
Population zoom 5.png
Population zoom 6.png
Population zoom 7.png
Population zoom 8.png
Yes, there’s a lot of population in China, and with that many people and that many resources it obviously has a lot of potential. We have been following population census of 1351 and 1393, which allows us to have the most accurate values we can have.

Now, before closing off, let me turn back once again to the subject of religion, as it has already been pointed out that having a single Mahayana religion covering both China and Tibet (and parts of India) may not be the best both for accuracy and gameplay reasons, and we basically agree with it so we are planning on reworking a bit but it hasn’t been done in time for this Tinto Maps. However, as we are aware that you are not able to provide proper feedback unless we present you something, let me now share with you what are our plans with it. Please keep in mind that I will NOT go into details about their mechanics, and only talk about their distribution.

First of all, Tibetan Buddhism will be split and turned into its own religion. Although it “technically” is part of the Mahayana branch, it is true that its practices have distinguished it from Chinese Buddhism enough to represent it as its own religion, starting from the fact that they do not follow the same canon. The Mahayana that was present in India was already an outlier from start, so it will be made into its own religion.

That leaves out that the current “Mahayana” remaining in game will be Chinese Buddhism, that is, those following the Chinese Buddhist canon, and it will be present in China, Korea, and Vietnam. The question remains on what to call the religion, and several things have to be considered for that:

  1. The religion will already include blended into it Confucianism and Daoism besides Buddhism, so all three religions are included. That means it can’t be named either Confucianism or Daoism, as they have been bundled in. Buddhism was taken as the base name because, from the three, it was considered as the one mostly oriented towards the “religious” (Confucianism being more focused on administration and Daoism on rituals), and the most similar to what an organized religion would be outside of China.
    1. As a subpoint on that, and I can’t go into details for it yet, but there will also be options inside it to favor Buddhism over Confucianism or the opposite, so that is already covered too.
  2. As mentioned, it will be present not only in China but also in Korea and Vietnam (and any other country that may convert too, like for example Japan), so naming it something that’s too intrinsic to Chinese identity would not be ideal. That would mean that a term like Sānjiào, although good, would feel a bit out of place when playing for example as Korea (we know that the concept spread there too, but it was more prominent inside China and regardless having the name be directly in Chinese would be the main issue when playing outside China)

So, for now, the current name we are considering for the religion is directly “Chinese Buddhism”, or even leaving it as “Mahayana”, understanding that the main current of Mahayana is the version following the Chinese canon anyway. But feel free to suggest any alternative naming if you feel that there may be a better option we haven’t thought of, as long as it takes into consideration the previous points. And of course, let us know your feedback on the proposed representation and distribution too.

And that’s it for today, after a bit longer closing than usual. Next week we’ll be back a bit further east, taking a look at Korea and Japan. Hope to see you there!
 
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Hello, and welcome to another week of Tinto’s fun Maps. This week it will be a huge one, as we will take a look at the entirety of China. It is a really big area, but it didn’t make sense to split it into multiple parts to present it separately, so we are showing it all at once. So, without further ado, let’s get started.

Countries
View attachment 1201429View attachment 1201430
Obviously the territory is dominated by Yuán, with Dali as its vassal. They appear big, strong, and scary, but they will have their own fair share of problems for sure. I will not go into detail into the countries that can be seen further south, as we will talk about Southeast Asia in a future Tinto Maps.

Societies of Pops
View attachment 1201431
Quite a variety of peoples in Southwest China, as you will see later in the culture maps.

Dynasties
View attachment 1201433
Here we finally have managed to catch the full name of the Borjigin dynasty in all its glory.

Locations
View attachment 1201434
Before you ask, there are around 1800 locations in China proper, not counting impassables and barring possible counting errors.

Provinces
View attachment 1201445

Areas
View attachment 1201453

Terrain
View attachment 1201454View attachment 1201455View attachment 1201456
You will notice here that there are few locations assigned as "farmlands", that's because when we did this part of the map there was yet not a clear criteria on how we would be defining the farmlands and their placement here hasn't been reviewed yet.

Development
View attachment 1201457
As mentioned before, the harsh changes of development at the end of China proper is probably too strong right now and it’s something that will have to be reviewed, especially at the Liáodōng area.

Natural Harbors
View attachment 1201459

Cultures
View attachment 1201460

View attachment 1201462
There is a lot of cultural variation in China, not only among the sinitic peoples (which have been divided according to their linguistical and dialectal differences) but also having many other types of non-sinitic peoples. The resulting pie chart for the cultures of the country is a wonder to see indeed. And even if Yuán itself is Mongolian, there are actually very few Mongolian people in the country, as only the ruling class would belong to it. That is one other source of further trouble for Yuán.

Religions
View attachment 1201463
Considering religion, there is also a lot of variation in the South West, and one thing you will notice is the clear lack of “Animism”. We have finally eliminated Animism as a religion from the game and have divided it into many multiple ones. Besides this, and some Muslim presence in some areas, there are other small pockets of religions that do not get to appear in the map, like Manichaeism, Nestorianism, Judaism and Zoroastrianism. And the elephant in the room is the Mahayana, that we have already mentioned that we have plans on dividing it, but more on it at the end.

Raw Materials
View attachment 1201465
A very resource rich region, which makes it understandable that China was able to basically be self-sufficient in terms of resources for long periods in history, and with many sources of highly appreciated resources like silk, tea, and even soybeans. Another interesting thing is the division on the preference of grain cultivation, with rice being more prominent in the south while the north tends to favor wheat and sturdy grains (millet, basically).

Markets
View attachment 1201470

Population
View attachment 1201471
Yes, there’s a lot of population in China, and with that many people and that many resources it obviously has a lot of potential. We have been following population census of 1351 and 1393, which allows us to have the most accurate values we can have.

Now, before closing off, let me turn back once again to the subject of religion, as it has already been pointed out that having a single Mahayana religion covering both China and Tibet (and parts of India) may not be the best both for accuracy and gameplay reasons, and we basically agree with it so we are planning on reworking a bit but it hasn’t been done in time for this Tinto Maps. However, as we are aware that you are not able to provide proper feedback unless we present you something, let me now share with you what are our plans with it. Please keep in mind that I will NOT go into details about their mechanics, and only talk about their distribution.

First of all, Tibetan Buddhism will be split and turned into its own religion. Although it “technically” is part of the Mahayana branch, it is true that its practices have distinguished it from Chinese Buddhism enough to represent it as its own religion, starting from the fact that they do not follow the same canon. The Mahayana that was present in India was already an outlier from start, so it will be made into its own religion.

That leaves out that the current “Mahayana” remaining in game will be Chinese Buddhism, that is, those following the Chinese Buddhist canon, and it will be present in China, Korea, and Vietnam. The question remains on what to call the religion, and several things have to be considered for that:

  1. The religion will already include blended into it Confucianism and Daoism besides Buddhism, so all three religions are included. That means it can’t be named either Confucianism or Daoism, as they have been bundled in. Buddhism was taken as the base name because, from the three, it was considered as the one mostly oriented towards the “religious” (Confucianism being more focused on administration and Daoism on rituals), and the most similar to what an organized religion would be outside of China.
    1. As a subpoint on that, and I can’t go into details for it yet, but there will also be options inside it to favor Buddhism over Confucianism or the opposite, so that is already covered too.
  2. As mentioned, it will be present not only in China but also in Korea and Vietnam (and any other country that may convert too, like for example Japan), so naming it something that’s too intrinsic to Chinese identity would not be ideal. That would mean that a term like Sānjiào, although good, would feel a bit out of place when playing for example as Korea (we know that the concept spread there too, but it was more prominent inside China and regardless having the name be directly in Chinese would be the main issue when playing outside China)

So, for now, the current name we are considering for the religion is directly “Chinese Buddhism”, or even leaving it as “Mahayana”, understanding that the main current of Mahayana is the version following the Chinese canon anyway. But feel free to suggest any alternative naming if you feel that there may be a better option we haven’t thought of, as long as it takes into consideration the previous points. And of course, let us know your feedback on the proposed representation and distribution too.

And that’s it for today, after a bit longer closing than usual. Next week we’ll be back a bit further east, taking a look at Korea and Japan. Hope to see you there!
For the naming issue, how about treating it like the Byzantine/Eastern Roman problem where you give the different names in the settings?
 
Some people have brought up Catholic minorities in China, but did you know that there were several churches built by Catholic Armenians?
1743554840301.png
 
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I made a previous suggestion for iron locations in China and I just found some more info on where exactly iron should be located in Guangdong.
This website says:
The best iron, according to Qu Dajun, came from Datongji, in Luoding County. A research team from the Guangdong Provincial Museum carried out investigations here in 1978 and 1982 and found numerous traces of past large-scale iron production.
The iron from Luoding was transported by river to Foshan, one of the major ironworking centers in China. This iron-rich area is located in the Lóngshuì location. There was also plenty of charcoal production in these forests, for obvious reasons.
 
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Here's some detail for agricultural RGOs in Jiangnan:
According to this paper on Chinese Agriculture in Qing China, farmers in Jiangnan focused on specific crops in different areas:
1744842363958.png

1744841452847.png


So maybe raw materials here can be moved around a bit to give each region a slightly different identity:
  • Western Jiangnan up to western Songjiang - rice, wheat, legumes, sturdy grains
  • Eastern Songjiang, Taicang - cotton, rice, legumes
  • Southeast Jiangnan - Silk, rice, legumes
Currently, silk doesn't reach further south than Hangzhou while being concentrated around Taihu and there's no cotton in the eastern part.
 
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Here's some detail for agricultural RGOs in Jiangnan:
According to this paper on Chinese Agriculture in Qing China, farmers in Jiangnan focused on specific crops in different areas:
View attachment 1282169
View attachment 1282168

So maybe raw materials here can be moved around a bit to give each region a slightly different identity:
  • Western Jiangnan up to western Songjiang - rice, wheat, legumes, sturdy grains
  • Eastern Songjiang, Taicang - cotton, rice, legumes
  • Southeast Jiangnan - Silk, rice, legumes
Currently, silk doesn't reach further south than Hangzhou while being concentrated around Taihu and there's no cotton in the eastern part.
This is an interesting proposal, although my enthusiasm for it is a bit tempered by the fact that you've technically not provided conclusive evidence that this was the case in the Yuan and Ming periods.
 
This is an interesting proposal, although my enthusiasm for it is a bit tempered by the fact that you've technically not provided conclusive evidence that this was the case in the Yuan and Ming periods.
True, the paper that I linked goes into the development of agriculture from 1600 to 1750, so there may have been less specialization before 1600, but considering that at least some of this development is linked to geographical factors (the sandy soil in eastern Songjiang and Taicang is more suited to cotton cultivation), I think it's still relevant for the early period of the game.
Currently there is basically no cotton and silk in these regions that focused on their production for half of the game's timespan, and surely produced it earlier as well.
 
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Currently there is basically no cotton and silk in these regions that focused on their production for half of the game's timespan, and surely produced it earlier as well.
Yeah that's a really good point.
 
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I think the the distribution of salar and sarta people could be changed
And maybe China could have both Hui people and Chinese cultural subgroup Muslim
Hui percentage in some place is strange, ie, too high and should be fixed
 
True, the paper that I linked goes into the development of agriculture from 1600 to 1750, so there may have been less specialization before 1600, but considering that at least some of this development is linked to geographical factors (the sandy soil in eastern Songjiang and Taicang is more suited to cotton cultivation), I think it's still relevant for the early period of the game.
Currently there is basically no cotton and silk in these regions that focused on their production for half of the game's timespan, and surely produced it earlier as well.
The promotion of Cotton plantation in Lower Yangtze derived from the introduction of cotton textile by Huang Daopo in 1295.

Huang was born into a poor family in Songjiang, near Shanghai, around the 1240s. To escape domestic violence and an unhappy marriage, she accidentally boarded a ship to Hainan Island, where she spent 40 years living with the native Hlai people and learning their cotton textile techniques. After years of homesickness, she returned to Songjiang in 1295. Back home, she shared the Hlai techniques, and Songjiang-made cotton textiles quickly gained popularity across the country.
谈到棉花在江南的引进与推广,不能不提到乌泥泾镇与黄道婆。棉花的引种虽然早于黄道婆的到来,但任何一种作物的引种,必须产生明显的经济效益,才具有生命力。Translation: "When discussing the introduction and promotion of cotton in Jiangnan, one cannot overlook Wunijing Town and Huang Daopo. Although cotton was introduced before Huang Daopo's arrival, any crop that is introduced must generate significant economic benefits to truly have vitality. (source: https://news.gmw.cn/2023-07/15/content_36697319.htm)
宋末元初,松江人黄道婆从黎族人那里学习了纺织技术。技术的传授、工具的革新,使得元代棉花种植在江南地区快速推广。Translation: During the late Song dynasty and early Yuan dynasty, Huang Daopo, a native of Songjiang, learned textile techniques from the Hlai people. The spread of knowledge and innovations in tools led to the rapid spread of cotton cultivation in the Jiangnan region during the Yuan dynasty. (source: http://www.mzb.com.cn/html/report/210630947-1.htm)
 
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Just a small aesthetic observation, since we already talked about the Qinling before (and Linbot wrote a great post about its population), this is how modders chose to portray the region in Imperator Rome:
1745635427618.png

If I compare this to the screenshot in the OP, I have to say that I find the setup in Project Caesar a lot less aesthetically pleasing:
1745635483326.png

The wastelands are very small and it's impossible to discern the mountain ranges and mountain passes which were pretty important chokepoints in the region.
Now obviously it's not ancient China anymore in Project Caesar, and it makes sense to portray these populated places with actual locations, but I do think that having recognizable mountain passes which have historical significance, would make this area look a lot better.
A uniform sea of locations with small specks of wasteland in between is just so boring, and when I look at the location map of China, I see a lot of that - even in regions that have significant mountain ranges.

Comparing to a recent screenshot of the Alps, the wastelands look pretty fragmented too, but at least you can make out the shape of the Alps and the major passes through them, especially in France.
1745635783717.png


Edit: Here, I made a map using Sulphurologist's maps of terrain ruggedness and places nobody lives in, as well as historical routes through the mountains, to get an idea what expanded impassable mountains with more pronounced chokepoints in the style of the Alps could look like here:
qinlingimpassable.png

Some of the locations were almost entirely turned into wastelands, though...
 
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Just a small aesthetic observation, since we already talked about the Qinling before (and Linbot wrote a great post about its population), this is how modders chose to portray the region in Imperator Rome:
View attachment 1285887
If I compare this to the screenshot in the OP, I have to say that I find the setup in Project Caesar a lot less aesthetically pleasing:
View attachment 1285888
The wastelands are very small and it's impossible to discern the mountain ranges and mountain passes which were pretty important chokepoints in the region.
Now obviously it's not ancient China anymore in Project Caesar, and it makes sense to portray these populated places with actual locations, but I do think that having recognizable mountain passes which have historical significance, would make this area look a lot better.
A uniform sea of locations with small specks of wasteland in between is just so boring, and when I look at the location map of China, I see a lot of that - even in regions that have significant mountain ranges.

Comparing to a recent screenshot of the Alps, the wastelands look pretty fragmented too, but at least you can make out the shape of the Alps and the major passes through them, especially in France.
View attachment 1285889

Edit: Here, I made a map using Sulphurologist's maps of terrain ruggedness and places nobody lives in, as well as historical routes through the mountains, to get an idea what expanded impassable mountains with more pronounced chokepoints in the style of the Alps could look like here:
View attachment 1285923
Some of the locations were almost entirely turned into wastelands, though...
Looks much better! And from what I see, only one location would need to be cut (or seriously redrawn) by the wastelands, the rest just become smaller and more strategic
 
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Shénnóngjià, under Fang in the biggest wasteland area
And as far as I can tell, Shennongjia county is a nature reserve that was created in 1970, so it doesn't really need to exist as a location in this game...
(In fact this district features the tallest peaks in the Daba mountain range)
 
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Just a small aesthetic observation, since we already talked about the Qinling before (and Linbot wrote a great post about its population), this is how modders chose to portray the region in Imperator Rome:
View attachment 1285887
If I compare this to the screenshot in the OP, I have to say that I find the setup in Project Caesar a lot less aesthetically pleasing:
View attachment 1285888
The wastelands are very small and it's impossible to discern the mountain ranges and mountain passes which were pretty important chokepoints in the region.
Now obviously it's not ancient China anymore in Project Caesar, and it makes sense to portray these populated places with actual locations, but I do think that having recognizable mountain passes which have historical significance, would make this area look a lot better.
A uniform sea of locations with small specks of wasteland in between is just so boring, and when I look at the location map of China, I see a lot of that - even in regions that have significant mountain ranges.

Comparing to a recent screenshot of the Alps, the wastelands look pretty fragmented too, but at least you can make out the shape of the Alps and the major passes through them, especially in France.
View attachment 1285889

Edit: Here, I made a map using Sulphurologist's maps of terrain ruggedness and places nobody lives in, as well as historical routes through the mountains, to get an idea what expanded impassable mountains with more pronounced chokepoints in the style of the Alps could look like here:
View attachment 1285923
Some of the locations were almost entirely turned into wastelands, though...
I'm aware of the mod. My only minor complaint is that the Lop Nur in it is modeled after its water area size in the 1950s when it was on the verge of drying up.

In fact, there's a mod in *Europa Universalis IV* that presents this issue even more obviously. It's called *Imperator Universalis* , The English - version land tiles in this mod are rather rough, but the density of the Chinese - version land tiles is sufficient.
 
Just a small aesthetic observation, since we already talked about the Qinling before (and Linbot wrote a great post about its population), this is how modders chose to portray the region in Imperator Rome:
View attachment 1285887
If I compare this to the screenshot in the OP, I have to say that I find the setup in Project Caesar a lot less aesthetically pleasing:
View attachment 1285888
The wastelands are very small and it's impossible to discern the mountain ranges and mountain passes which were pretty important chokepoints in the region.
Now obviously it's not ancient China anymore in Project Caesar, and it makes sense to portray these populated places with actual locations, but I do think that having recognizable mountain passes which have historical significance, would make this area look a lot better.
A uniform sea of locations with small specks of wasteland in between is just so boring, and when I look at the location map of China, I see a lot of that - even in regions that have significant mountain ranges.

Comparing to a recent screenshot of the Alps, the wastelands look pretty fragmented too, but at least you can make out the shape of the Alps and the major passes through them, especially in France.
View attachment 1285889

Edit: Here, I made a map using Sulphurologist's maps of terrain ruggedness and places nobody lives in, as well as historical routes through the mountains, to get an idea what expanded impassable mountains with more pronounced chokepoints in the style of the Alps could look like here:
View attachment 1285923
Some of the locations were almost entirely turned into wastelands, though...
I think one counterpoint to this could be that this would disrupt the borders between Shaanxi, Sichuan, Hubei, and Henan, which have remained pretty stable since the Ming period. This is a purely aesthetic concern, but your suggestion seems to be also motivated by aesthetic concerns to a significant extent.

I think I generally approve of the impassable regions you've drawn, except for two main points. First of all, communication should be possible between Shanyan and Zhen'an/Zhashui (the latter being erronously called Qianyou). This region was part of a single prefecture during the Qing era, and the barriers to movement in this specific region are east-west rather than north-south.
On the other hand, I would support blocking communication between Ningqiang and the locations to its west, while opening up communication between Gansu and Sichuan (this route was used by the Ming dynasty to invade Sichuan in 1371, as well as by the Qing to invade Sichuan in 1680, I believe, although both forces used other routes as well)

1745705384507.png


Also, this is somewhat unrelated to the impassables but I really think Luonan and the location to its east should be merged, since they are the same county even to this day.

1745703678264.png
 
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I think one counterpoint to this could be that this would disrupt the borders between Shaanxi, Sichuan, Hubei, and Henan, which have remained pretty stable since the Ming period. This is a purely aesthetic concern, but your suggestion seems to be also motivated by aesthetic concerns to a significant extent.

I think I generally approve of the impassable regions you've drawn, except for two main points. First of all, communication should be possible between Shanyan and Zhen'an/Zhashui (the latter being erronously called Qianyou). This region was part of a single prefecture during the Qing era, and the barriers to movement in this specific region are east-west rather than north-south.
On the other hand, I would support blocking communication between Ningqiang and the locations to its west, while opening up communication between Gansu and Sichuan (this route was used by the Ming dynasty to invade Sichuan in 1371, as well as by the Qing to invade Sichuan in 1680, I believe, although both forces used other routes as well)

View attachment 1286100

Also, this is somewhat unrelated to the impassables but I really think Luonan and the location to its east should be merged, since they are the same county even to this day.

View attachment 1286102
Wait, there's something really significant I missed. Why did you mark the Ankang valley as an impassable?? Obviously this shouldn't be there. I think a general principle is that if your impassables suggestion requires the borders of real-life counties to be rearranged, something is wrong and you should check your work. This applies to prefectures too, in my opinion (their borders are very much not random).

Also, Long county should probably not have an impassable on its western border. This seems to have been traversed by a road, at least on Qing-era maps, and is also cut through by the Wei river.

1745705322265.png
 
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Wait, there's something really significant I missed. Why did you mark the Ankang valley as an impassable?? Obviously this shouldn't be there. I think a general principle is that if your impassables suggestion requires the borders of real-life counties to be rearranged, something is wrong and you should check your work. This applies to prefectures too, in my opinion (their borders are very much not random).
That's not the valley, that's the mountains to the south which separate the Yue River valley to the north from the Han River valley to the south:
1745706065179.png


The wastelands that I drew do follow county borders whenever possible, but sometimes the borders run exactly in the middle of the mountain ridge.