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icedt729

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Announcing Sinosphere in Crisis, a small mod focused on improving and enriching four major Asian countries: China, Japan, Korea, and Vietnam.

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Long ago, the Neo-Confucians developed their vision for a peaceful and stable society: a community ruled by a monarch, governed by capable scholar-officials, and bound together by the rites and ethics of Confucius. Four powerful states- Great Qing, the Tokugawa Shogunate, Joseon, and Dai Viet- each embraced the Neo-Confucian vision, ushering in centuries of social stability and relative peace in East Asia. But now, war is on the horizon and foreigners have arrived in the East with powerful new weapons and challenging new ideas. East Asia's traditional order is under threat, and a new debate is swelling among the learned men of the Sinosphere: can the old ways be adapted to face these new dangers, or must they be abandoned for new ways?

Sinosphere in Crisis is focused on bringing this sense of political, military, and moral crisis into Victoria 3 through an improved historical setup and new narrative content. The initial release will include an improved historical setup for all four countries- including revised starting laws and technologies as well as customized Interest Groups with unique ideologies and traits- while subsequent releases will include events, decisions, journals, and characters for each country. Content for each country is based on a clear vision of the political and social challenges each country faced from 1836 to 1936 and to face the player with similar challenges without excessive railroading or limits on player agency.

This is currently a one-person project and I am actively seeking input from experienced modders, skilled players, and people with historical knowledge on how to continue developing and improving this mod over time.
 
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As planning and development moves forward, I'll drop short dev diaries for upcoming content and features. To start with, here's the overall vision for the first Sinosphere country to recieve in-depth content: China.

In 1836, China is faced with two debilitating challenges. One, rapid territorial expansion and population growth has left Great Qing with far more land and people than it can effectively govern. Two, the once-powerful Banner Armies have become weak and decadent, leaving the country in a state of severe military vulnerability. Furthermore, as the leader and patron of the Neo-Confucian international order, China's reputation is at stake whenever its friends and tributaries come under threat. China's content will be geared at reflecting these three unique challenges:
  • Divided elites: While the scholar-gentry class holds nearly all power in Great Qing, they are divided ideologically between conservatives who are happy with the current state of affairs and reformers who want a bigger, more vigorous, better-funded central government. The Landowners ("Gentry Clans") are the force for particularism and aristocratic privilege while the Intelligentsia ("Literati") seek to build a stronger and more effective central bureaucracy. Only with the end of the examination system will the Intelligentsia become liberal reformers in the Western mold.
  • Military weakness: As foreign conquerors, the early Qing emperors preferred to demilitarize most of the population while relying on the fighting strength of the Bannermen- Manchus, Mongols, and select Han loyalists. But the Banner Armies have long since lost their edge and are nearly defunct as a fighting force. As long as the Banner Armies are left unreformed, the Armed Forces will be utterly inept on the battlefield, but a modernized Han army may be dangerous to the Qing regime...
  • Tributary relationships: as the Son of Heaven, the Emperor of China regards himself as the leader of the civilized world and the protector of all faithful tributaries. As colonial powers eye Korea and Vietnam, Great Qing may find themselves pulled into dangerous and costly conflicts abroad. Likewise, the fall of Neo-Confucian monarchies beyond China's borders will rattle China's own stability and the legitimacy of its imperial order.
From 1836 to 1936, China was also rocked by major internal disruptions that threatened the stability of the regime and added pressure to the conflicts between conservatives and state-builders. Among these important events that will be heavily revised if already in-game, and added if not:
  • The Taiping Rebellion: historically, this war not only killed millions and devastated China's economic heartland, it also drove the rise of new semi-professional regional armies that consistently outfought the Bannermen. The Taiping Rebellion will be rewritten into a serious military-political threat that forces the player to either push through military reforms- no matter how painful or risky- or risk losing much of their territory to the God-Worshippers.
  • The Self-Strengthening Movement: born out of Qing's defeat in the Opium Wars, this movement polarized the elite into reformist and reactionary camps. Historically, the reformers briefly seized power but were overthrown in a palace coup. One side or the other must succeed, or else the empire will slide further into crisis.
  • The Xinhai Revolution: if the struggle over the Self-Strengthening Movement is not resolved in time, the Qing dynasty's legitimacy will be shattered and an era of warlord cliques will begin.
 
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Following. I've been toying with making a mod like this myself, mostly about China as that's where my interests lie, so I'll be very interested in seeing what you come up with.

The latest DLC's had some interesting use of Journal Entries that could be used as inspiration for the struggle between reformers and reactionaries within the Qing, rather than going for the "easy" route of copying the Tanzimat reforms JE from the Ottomans.

Best of luck to you!
 
Will there be a chance for the Qing to fall to a Han dynasty during the struggle with reformers? Zeng Guofan was allegedly encouraged by his brothers to seize power, and it's unlikely he could have been stopped if he'd tried.
 
I've mostly paused development for now to get a better feel for the game since 1.5, but this is still in progress and I wanted to get back to these posts.
Following. I've been toying with making a mod like this myself, mostly about China as that's where my interests lie, so I'll be very interested in seeing what you come up with.

The latest DLC's had some interesting use of Journal Entries that could be used as inspiration for the struggle between reformers and reactionaries within the Qing, rather than going for the "easy" route of copying the Tanzimat reforms JE from the Ottomans.

Best of luck to you!
Which JEs in general are you thinking of? I'm definitely open to input and would like to hear your thoughts.

I'm interested in using Tanzimat as a template for fixing structural problems with the military and administration, but it really falls short for modeling factional conflict or broad social problems so I'm considering ways to adapt French or Brazilian content for those aspects.

Will there be a chance for the Qing to fall to a Han dynasty during the struggle with reformers? Zeng Guofan was allegedly encouraged by his brothers to seize power, and it's unlikely he could have been stopped if he'd tried.
Good question- I don't think I'll add in anything like Ming restorationism but it might be interesting to add a usurpation JE, where a popular and/or competent General or Admiral could try to seize the throne. But if I do include something like that, I likely won't start working on it until I've made my main updates to each of the four countries.

As for the fate of the dynasty, I'm focused on three main factions: the reactionary faction historically led by Cixi, the reformist faction led by the likes of Kang Youwei, and a revolutionary anti-monarchist faction representing groups like the Tongmenghui. That correlates to absolute monarchy versus constitutional monarchy versus a republic (although not necessarily a very democratic one). One group or the other needs to become consolidated to avert the Warlord Era.
 
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I've mostly paused development for now to get a better feel for the game since 1.5, but this is still in progress and I wanted to get back to these posts.

Which JEs in general are you thinking of? I'm definitely open to input and would like to hear your thoughts.

I'm interested in using Tanzimat as a template for fixing structural problems with the military and administration, but it really falls short for modeling factional conflict or broad social problems so I'm considering ways to adapt French or Brazilian content for those aspects.


Good question- I don't think I'll add in anything like Ming restorationism but it might be interesting to add a usurpation JE, where a popular and/or competent General or Admiral could try to seize the throne. But if I do include something like that, I likely won't start working on it until I've made my main updates to each of the four countries.

As for the fate of the dynasty, I'm focused on three main factions: the reactionary faction historically led by Cixi, the reformist faction led by the likes of Kang Youwei, and a revolutionary anti-monarchist faction representing groups like the Tongmenghui. That correlates to absolute monarchy versus constitutional monarchy versus a republic (although not necessarily a very democratic one). One group or the other needs to become consolidated to avert the Warlord Era.
I'm primarily thinking of the Divided Monarchists JE and the three Brazilian ones - Integrating the Brazilian Nation, The Matter of Slavery and Magnaminous Monarch. They provide a good framework for showing a side of the political struggle, both mechanically and narratively, that the basic political gameplay mechanic can't. You can have decisions and modifiers directly in the JE itself, as well as influence what events, ideologies and characters are spawned.

Originally, I was thinking of using the Tanzimat as a template as well, but I'm no longer sure. First, it becomes a copy of the Ottoman gameplay, and secondly the Tanzimat as a system works for a "modern" (by European standards of the time) monarchy with a big cultural base to stand on, and is tailored to give them a chance to prevent going from a recognized to an unrecognized nation. Qing China's problems are different, and their gameplay potential is different. China in the game literally can't industrialize fast enough. It doesn't matter if your technology and laws are backwards or not, you will rake in cash, build industries, create jobs and boost the Chinese markets at an absolutely ridiculous rate if left unchecked. You can try this yourself easily enough - make a quick little mod that removes Han as a primary culture. No other changes. Under Cultural Exclusion, they will still be accepted, but the Opium modifers and war will not fire due to how those events are coded. No internal or external threats, just you building.

The conclusion I've drawn after some testing is that China's JE's should focus on the political struggle first and foremost. I've started tinkering with my own China mod and think you're on the right track with making it about the court struggle between conservatives and reformers, and then throw the Revive China Society and all that spawned from that into the mix in the mid-to-late game. So have a JE that sets the frame for the court struggle, then various internal and external factors will raise or sink those factions. Losing wars, internal rebellions, bankruptcy, etc. This could probably be represented with Leader/IG ideologies, and boosts/maluses to IG clout.

There should also be the threat of the Xinyou Coup and Cixi's Regency. I'd imagine it like this: If a monarch dies without heir, or with a child heir between 1850 - 1910, a JE with a countdown will activate. If the countdown completes, the Xinyou Coup will fire and an event puts the Landowners IG in power, retires/kills the current leader of the Landowners and makes Cixi the leader of the IG. This activates the Regency JE, which boosts the Landowners IG for as long as Cixi is alive (she can't be exiled). The regency will cement itself, and can stick around even after the monarch comes of age, and can launch a new coup if the Landowners IG becomes unhappy/rebellious, retiring the emperor and installing a new child monarch. Finally, Cixi will have an on-death event where, if the regency JE is still active, the current monarch will die when she dies, unless it's a child emperor. The purpose of this JE chain is both narrative and focused on boosting the conservative faction.

I'n my own mod I'm currently changing IG ideologies to better match what I want the different IG's to be. Literati have had republican ideology dropped. The Armed Forces have been transformed to the Bannermen IG, and have had the usual expansionistic ideologies removed. Instead, they represent the Eight Banners and the Green Standard Army. They've been given a new ideology - Banner Princes. This is a conservative status quo ideology, making them be in favor of Peasant Levies, Serfdom, Traditionalism and Autocratic Monarchy, while just being neutral to Professional Armies. Qing also starts with a Green Standard Army modifier, which raises military wages and increases the political clout of Soldiers, Officers and Aristocrats. This is to represent that the old army model of the Qing have degenerated into a leisured hereditary elite, more interest in guarding their own privileges than guarding the nation. A new JE - Self-Strengthening - will deal with reforming the army and navy, as well as educational reform. When completed, an event will fire that transforms the Bannermen into the Beiyang Army, giving them a new ideology while removing the Banner Princes IG. The Beiyang Army can then be instrumental in the court struggle of the Qing, and can be the final catalyst in bringing about the Warlord Era.

As mentioned above, one of the reasons I'm unsure about the Tanzimat JE's being at the core of a China rework is the societal and political position of the Qing and the Manchus themselves. So a final big JE is about the place of the Manchu's in Chinese society. I'd imagine this one kind of mirrors the Integrating Brazil JE from the latest DLC. It deals with the segregation of the Manchus, the place of Han in the Imperial Court, the Queue Law and so forth. Failing to complete this JE, together with the Court Struggle, before the Revive China Society comes about, will put China on a timer for the Xinhai revolution. The revolution wants to abolish the whole Qing monarchy, and only after it has completed will there be a chance for the whole thing to devolve into the Warlord Era.

A final point is that of alternative monarchies to the Qing. This can be easily regulated with the use of country_flag variables. In my own mod, I made a new monarchy government flavor for Traditional Dynastic Chinese monarchies, called Heavenly Dynasty. This one is active by default for Chinese monarchies. Qing is the name and flag of the country if the Manchus are the primary culture, and if the Manchus are ousted, a new Han-based dynasty is put in place, with a new name and flag. Finally, there is a chance for a "modernised" European-style Imperial monarchy to replace the whole traditional dynasty system, inspired by Meiji and Yuan Shikai's failed attempt at new monarchy. This can easily be flavored by another countr_flag variable given by event.

So to sum it up, I imagine it like this:
A two big "tent" JE's that most of the narrative gameplay is focused around:

-The Manchu Question->Xinhai Revolt->Warlord Era line, with Revive China, the Court Struggle and Beiyang Army influencing how this line pans out.

-The Court Struggle, with the Xinyou Coup/Cixi's Regency and Beiyang Army influencing the course of the struggle, as well as various rebellions/wars/economic & diplomatic turns affecting the struggle too.

In addition, there are several smaller JE's that show up:

-The JE line with Opium War->Christian Missionaries->Taiping Rebellion is largely functional, but could do with tweaks and expansions.

-Self-Strengthening, this updates the outdated military system and educational system, but will lead to the Beiyang Army, which will influence the above major JE's.

-Regional rebellions JE's: These would be the Panthay Rebellion, activating if the southwest if muslim POPs are radical enough and there is turmoil in the states. The Dungan Revolt and Yakub Beg's invasion. Fires if the northwest muslims are radical enough and there is turmoil in those states. Finally, there would be a "generic" JE dealing with the Yellow River flooding, which if mishandled, can lead to the Nian Revolt, which functions not as an outright secessionist revolt with armies on the map, but as an event based rebellion, like the Boxers or the existing Famine Crisis.

-The Boxer Rebellion should be completely rewritten. As is, it's nonsensical, unhistorical and needlessly prohibitive. The idea I have for it that it shold be a major flashpoint in the Court Struggle/Manchu Question JE-line.
 
I made a loose sketch of the flow of JE's I outlined above.

20231202_104438.jpg
 
I wanted to drop a quick update on this mod, which is still in development but progressing gradually as I fiddle with JE modding.

I've completed a first-pass revision of starting laws, IG traits (including several all-new traits), and culture traits (primarily by spreading the "Sinosphere" trait more broadly). This alone goes a long way towards improving play in East Asia, so I may upload this as v1.0 if there's interest. Further updates will likely roll out slowly as I test and tweak JE content for specific countries.

In light of the recent announcement of Sphere of Influence and update 1.7, I wanted to also point out a few areas where I'm already thinking of how the update and DLC's content could be incorporated into Sinosphere in Crisis:
  • Power Blocs: the relationship between Qing, Joseon, and Dai Viet will likely be much better modeled as a China-led power bloc than as subject relationships (as is currently the case for Korea in the vanilla game). I'll have to do more research to determine if this is also a better approach for Qing-Tibet relations
  • Lobbies: this will have immediate value in, for example, modeling a pro-China and pro-Japan factional split in Joseon leading up to the Sino-Japanese War
  • Foreign Investment: this strikes me as an opportunity to reflect the forced openings of Japan and Korea, and the concessions imposed on China and Vietnam, in a more realistic and detailed manner
I'll continue building these concepts out as I get further along with the first round of China content, and as we get more details on the new mechanics between now and May. Thanks for following!
 
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