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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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I’ve noticed an error in the depiction of a river system on the map.

The claim that the Yi River (沂河) flows eastward into the sea is incorrect. This channel is actually a man-made waterway constructed after the founding of New China, known as the New Yi River (新沂河). Although before the Yellow River’s diversion into the Huai River in 1139, the Yi River had occasionally flowed into the sea through this unstable channel due to sedimentation in its lower reaches, this was only one of its two main outlets. It still had another channel that joined the Si River (泗河), which then flowed into the Huai River together.

After the Yellow River diverted into the Huai River, the lower reaches of both the Yi River and the Si River were silted up by the Yellow River, forming the Luoma Lake (骆马湖). The water then redirected eastward, merging with the Yi River to form yet another unstable channel.

However, regardless of the specific route, the main course of the Yi River could still be considered a tributary of the Huai River before the fall of the Ming Dynasty. The map should not depict the river system as it exists after 1949.
The river that flows directly into the sea should be the Shu River.
 
The number and division of empires are very strange, and here is a modification from the Chinese community that takes into account both the size of the area and regional culture. The names of these empires all come from regional cultures and ancient country names, and have been used by dynasties. The size and population of each empire are similar to those of France, which I believe is a relatively better division.
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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.

Yeah, I'll be honest. I'd rather prefer a standalone game for China to see how it would fare with all that data first, before adding it to CK3.
 
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Will the kingdoms change their name like new formed empire or hegemony do when they get independent from old collapsed hegemony? Many small dynasty gave allegiance to other empire but still call themself "王" instead of "节度使".
 
The number and division of empires are very strange, and here is a modification from the Chinese community that takes into account both the size of the area and regional culture. The names of these empires all come from regional cultures and ancient country names, and have been used by dynasties. The size and population of each empire are similar to those of France, which I believe is a relatively better division.
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I feel these Empires are simply too small, especially in Ck3 terms. I think the original setup is mostly fine, it just needs some refinement.
 
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I feel these Empires are simply too small, especially in Ck3 terms. I think the original setup is mostly fine, it just needs some refinement.
This appears smaller on the map projection rather than its actual geographical area, even though the smallest empire is comparable in size to Italy and has a larger population.
 
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Well it's the default name. If an indigenous chief manages to found the duchy he could use the name in his language.
So how do they call the island? Hawaiki?
We have no idea how Formosan Indigenous people called Taiwan before colonialism. Besides, it's hard to them to had a common name of this island, there are more than twenty ethnic groups of Formosans.

Hawaii is a Polynesian term, it should not to fit in CK3.


Dongfang (or actually Dongfan according to a 17th century Ming record), Liuqiu pequeño, Takasago... All from outsiders, and were almost appeared at same time. Thus it's hard to say how to call Taiwan in CK3.

Here is a not much accurate map of pre-colonialism Formosan ethnicities distribution. Despite it is a map of a parallel timeline with a Formosan whole-island regime.
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Hi devs ,I am a royal fan of your games ,I have seen your dev plan about the Chinese Empire and I am really interested in it.

As a Chinese history enthusiast, I think you've done a great job restoring historical China in the game. However, the only drawback is that you didn't reflect the ancient Chinese way of dealing with criminals. The joint punishment system was a practice in ancient China where innocent people like relatives, neighbors, and colleagues could be punished for the crime of one person.

For example, during the Tang Dynasty, laws stipulated that crimes such as treason resulted in punishment for family members (like wives being exiled). Exemptions were granted for the elderly or those who were engaged but not yet married.

The joint punishment system was crucial because it acted as a legal tool for the emperor to maintain power. By holding groups accountable for individual crimes (especially rebellion), it created a powerful deterrent. Historically, many leaders of peasant rebellions during the late dynasties were individuals with few family ties, partly because the threat of liánzuò made organized resistance much riskier.

While punishing the innocent is morally questionable, it undeniably reflects the harsh realities of imperial Chinese governance. Another key mechanism securing imperial power was the overwhelming superiority of the Central Army. This dominance, clearly demonstrated during the Song Dynasty, ensured the emperor had the ultimate military force to suppress any internal threats.

As a player, I really hope you can consider adding those feature to the game. It would make the historical setting feel much more authentic. I believe many players interested in Chinese history would appreciate seeing this important aspect represented.
 
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As someone who studied the three kingdoms period for over two decades (and, naturally, looked at the rest of Chinese history), I advise you to rename empire-level Liang. Historically, Liang was almost always in either the northwest or the southwest. For the two main exceptions:

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

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

Remember, there's a reason CK3 areas like England, Mesopotamia, and India have more, smaller counties than areas like central Asia.
 
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This appears smaller on the map projection rather than its actual geographical area, even though the smallest empire is comparable in size to Italy and has a larger population.
Italy is a silly empire and should not be considered a basis for anything(unless you mean in irl terms and not ck3 terms). It really ought to be part of the HRE. Honestly the European empires in general are kind of weirdly small.

And yes, the geographic area is screwed up by the projection. But that's just how the cookie crumbles. We've already established that the projection is what it is.
 
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As someone who studied the three kingdoms period for over two decades (and, naturally, looked at the rest of Chinese history), I advise you to rename empire-level Liang. Historically, Liang was almost always in either the northwest or the southwest. For the two main exceptions:

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

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

Remember, there's a reason CK3 areas like England, Mesopotamia, and India have more, smaller counties than areas like central Asia.
After the warring states the north just doesn't get divided that much. I guess you can argue for an empire title of Yan in the north, but really it shouldn't extend to the yellow river. The plains are typically one unit. Examples of it being divided such as between Cao Cao and Yuan Shao are extremely brief and inherently seen as unstable; it is seen as inevitable that those two powers must collide, and very quickly to boot.

Your knowledge of the economic and population density of the plains is somewhat outdated for the time period the game covers. While it's true that the plains were the economic and cultural center of China during the Eastern Han and before, in 867 the economic center of China has shifted south and east. The past 6 centuries has seen continued development expansion of the Han people in the south, with lands being converted to farmland and extensive drainage projects undertaken to expand even more farmland. Conversely, centuries of building and heating needs had deforestated much of the north. Plains turned to dusty grasslands, soil eroded due to forests being cut down leading to increased instability in the yellow river, and political chaos had lead to much flight to the south.


The majority of the population now lived in the south, and the economic and cultural center had shifted well and truly south and east. Political power remained in the northwest for the Tang and the Northeast(which had developed somewhat as well; it was doing better than the Zhongyuan for example) for the Ming but these regions and political capitals were economically reliant on the south to sustain themselves.
 
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Will the kingdoms change their name like new formed empire or hegemony do when they get independent from old collapsed hegemony? Many small dynasty gave allegiance to other empire but still call themself "王" instead of "节度使".
Tang's Jiedushi were guaranteed title 郡王 commandery prince/king from the imperial court. It could be at the tier of duke.
 
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The majority of the population now lived in the south, and the economic and cultural center had shifted well and truly south and east
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. This is not close to this majority/minority split you are suggesting without the massive urbanization in the South seen during the Song (in particular the Southern Song, since northern migrants across to the south), which continues during the Yuan and the Ming.

---

Maps should be relatively straightforward to see, each dot is 10k population.


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I advise you to rename empire-level Liang. Historically, Liang was almost always in either the northwest or the southwest. For the two main exceptions:
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.
 
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Regarding the map projection, it is distorted to the point where I feel like it may have been purely hand drawn and pieced together. It is even torn in many places.

These are two methods of reprojection of the map (as it does not conform to any regular projection and can only be manually corrected), revealing strange distortions in the Ryukyu region. This actually directly cuts out Miyako Island and Taketomi Island, connecting Ryukyu directly with Taiwan. In addition, the outline of Hainan Island cannot correspond to any map, and it is almost certain that it was drawn completely arbitrarily.

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Italy is a silly empire and should not be considered a basis for anything(unless you mean in irl terms and not ck3 terms). It really ought to be part of the HRE. Honestly the European empires in general are kind of weirdly small.
I have explained that the smallest empire is comparable to Italy, which means that all other empires are larger than Italy, and even larger than France (the second smallest Shu Empire has a slightly smaller area than legal territory of France in the game, but the difference is within tens of thousands of square kilometers, about 400,000 square kilometers)
 
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