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Dev Diary #175 - Ritsuryō, Sōryō, Meritocratic

Hey, I’m Chop, a designer working on the upcoming All Under Heaven expansion, particularly Japan and Korea. Speaking of which, in today’s development diary we will be exploring the Japanese archipelago and Korean peninsula! Let’s take a closer look at the gameplay mechanics of three new government types: Ritsuryō, Sōryō, and Meritocratic.




The Land of the Rising Sun

The Japanese islands occupy an interesting position, being near enough to China to have been heavily influenced by its culture, but remote enough to have largely escaped direct interference from its Hegemons. Expanding to eventually cover the southern islands of Kyūshū and Shikoku, and most of the main island of Honshū, the Yamato people occupy most of the archipelago united under a single emperor, and with no real external threats.

However, the northern reaches of Honshū are populated by the Emishi tribes, further north the Ainu tribes reside on the island of Hokkaidō, and far to the south the island chains of Okinawa and Amami are home to the Ryukyuan tribes. Famed horse archers, the Emishi have long struggled against encroachment from their southern neighbors, who have launched incremental campaigns of conquest for centuries.

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[The Japanese political map, note coats of arms are work in progress]

Eagle-eyed diary readers will notice that Japan is no longer red, instead taking the Murasaki purple of the wisteria flower, to add some visual distinction from Chinese Hegemons of the crimson variety.


A Fragile Peace

During our period, Japan transitioned from a peaceful bureaucratic realm headed by aristocratic families, to a military shogunate dominated by more pragmatic samurai families, but is still a largely unwarlike place, far from the more militarized Japan of the later Sengoku era.

Amidst all this, there is also a ruling emperor, or Ten’nō, who is nominally the head of state, but whose power varies considerably depending on the circumstances. The Yamato dynasty has held this position in an unbroken line from ancient times, even up to the present day.

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[The government split inside Japan at the 1066 bookmark.]

We strived to represent both of these styles of governments, as well the transition between them, along with the ever-present imperial family.


The Ritsuryō System

In our earlier start dates, the Heian (Peace) era is in full-swing, following Emperor Kanmu’s establishment of the aptly named capital of Heian-kyō (now Kyōto) in 794. This bustling city’s palace is the center of the government bureaucracy and home of the imperial family, with the Manors of the aristocratic families close at hand.

Taking inspiration from China, Ritsuryō is the Japanese legal framework, and as in China, the many provinces of Japan are assigned to governors, or kokushi. Along with the many branches of the Fujiwara family, the other aristocratic families of note compete for appointments and recognition.

Unlike China, the government is de facto directed by a regent ruling on behalf of the sitting emperor. For gameplay purposes, we have simplified the naming distinction between regents of underage emperors, Sesshō, and those of adult emperors, under the unified name Kampaku. Though nominally a regent, the Kampaku is not in a Diarch relationship with the emperor, and both characters may have their own Diarch when relevant.

Historically the position of regent was totally dominated by the main line of the Fujiwara family, who tried to minimize the influence of the imperial family beyond their ceremonial roles and maintain their pre-eminence among nobility. The Fujiwara were an extremely prolific family, whose influence and sheer size essentially dwarfed those of any other family, with almost 500 living members in 1178. Playing as another bureaucratic family attempting to unseat the Fujiwara is a great challenge in itself, though not impossible.

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[Example of Kampaku succession score]

Becoming Kampaku works similarly to the Acclamation succession of Byzantium, and can be directly raised or lowered by spending Influence, but also has a unique system of specific weights related to the imperial family, and Blocs (which we will discuss more below).

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[The Japanese province map]

Also unlike China or other administrative government types in the game, provinces are largely county tier appointments, and generally a governor cannot hold more than one at the same time. This represents the historic Ritsuryō provinces, or kuni, of Japan, and the fragmented power of any one official. Almost all historical kuni are represented as counties in-game, except for a few exceptions which were deemed too small and incorporated into a neighbour, such as Iga, Shima, and Awa (in Chiba).

By default, Ritsuryō rulers cannot create duchies or kingdoms in Japan, even the Kampaku. Shrewd Houses may instead fill many appointments with their own members, leveraging their power as a united family rather than as individuals, a theme common in our Japanese features.

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[The Japanese Manor domicile, art is work in progress]

The Manor is a new type of domicile, unique to Japanese governments, with its own buildings, art, and bonuses. Sōryō (more on that shortly) is our only non-administrative government type that grants an estate-style domicile, retaining any upgrades when switching between the Japanese government types. Some building chains are only unlocked by certain House Aspirations, which will be discussed more later.

The Chrysanthemum Throne

Though historically the emperor was largely sidelined, the Yamato family was still an influential political force. Over time, it became common for emperors to become monks, abdicating the throne to their heir to escape the direct responsibilities of the throne, while still influencing politics as a so-called cloistered emperor, or Hōō.

In All Under Heaven, the emperor is a playable character, a member of the Yamato family who holds a Noble Family and Manor like other Ritsuryō rulers, and has their own Royal Court. The emperor is only a valid candidate for the regency of Japan itself, while other members of the Yamato family are valid candidates only for governorships.

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[The Emperor of Japan, note art is still WIP]

If an emperor does manage to take the top title by Influence, they will receive an event where they are given the option to abdicate and rule Japan as a powerful cloistered emperor, or attempt to hold on to both titles, representing the historical possibility of renewed direct rule, though doing so will not be well received by the chattering classes.

Historically, many branches of the Yamato family were eventually disinherited to prune the royal ranks, taking new names, the most famous being the various Taira and Minamoto houses, identified by which emperor they descend from. In our game, Yamato governors can form or join these houses, organically creating new branch families.

Imperial Policies

The sitting top liege of Japan, be they Kampaku, Shōgun, or Ten’no, always has access to a unique law category, Imperial Policies, issued in the name of the emperor. Despite the relative political stability, the policies of the Japanese government varied substantially throughout our era, as the bureaucracy was replaced and external politics changed. Like Crown Authority, Imperial Policies can be changed freely besides a cooldown.

There are a variety of available policies, suited to different objectives and situations, some with wide-reaching edicts which can substantially change the gameplay in the Japanese islands. For example, rulers in the empire of Japan are not able to freely declare external wars, representing the general lack of ambition for conquest besides extending the northern frontier for most of our period. However, by implementing the Imperial Expansion policy, the usual inter-realm casus bellis available elsewhere may be unlocked, along with a reduction to the cost of Mercenaries and Men-at-Arms.

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[The Imperial Policies law window, art and vassal approval requirements are work in progress!]

Other Policies change the balance between government types in Japan, or provide simple situational benefits at an opportunity cost.

Conversely, if Japan finds itself under true threat from an external invasion, the Defence Mobilization policy will become available, providing an extra edge in Advantage and allowing Ritusryō rulers access to the usually Sōryō-limited Mounted Samurai horse archer Men-at-Arms.

House Aspirations

Each House in Japan has an Aspiration, similar to the House Powers of Byzantium, representing the character and goals of the family as a whole. Each Aspiration has several Levels, each granting new boons. The House Head may spend Prestige to increase the Level of their current Aspiration or change its Type, starting from the lowest Level once again when changing Type.

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[The House Aspiration window, art very much work in progress!]

Each type of Aspiration is focused on a different area, with some more suited to certain government types than other; Service grants bonuses to Governor Efficiency and Candidate Score, and is a good pick for those who wish to climb the bureaucratic ranks and serve emperor; Ceremony grants bonuses to Prestige and Renown generation, a sure choice for the noblest of families; Strength improves Men-at-Arms and martial skill, ensuring dominance on the battlefield.

Beyond the bonuses granted, the Aspiration a House chooses will also determine their political goals to a certain extent, and is a driving force in another new feature, House Blocs, which I will touch on a little later.

House Relations

Our free patch accompanying All Under Heaven includes another family-oriented mechanic, the House Relation. These work similar to character relations like Rivals and Friends, but are between two Houses rather than two Characters.

Now, whenever a friendly or hostile action is taken between Houses within the same Realm or similar rank, such as declaring wars or arranging marriages, the Relation between the two Houses will increase or decrease.

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[Example of a House Relation and the levels, art work in progress!]

There is a spectrum of 7 levels, from Feud to Amity, with each rank towards the extremes modifying the Opinion of all House members to members of the other House. In addition, each level grants other bonuses or modifiers to standard gameplay when interacting with the other House, such as allowing the free negotiation of Alliances, or reducing the costs of all Wars.

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[Work-in-progress image of the work-in-progress House Relation history window. It's a work in progress.]

This change allows inter-generational disputes and collaborations between families to persist more organically, adding another layer of reactivity to the world. Like Character Memories, the reasons for changes over time are tracked, and can be similarly browsed to get a picture of how a relationship has developed over time.

Blocs

With the fragmented political map inside Japan, we wanted a better way to depict the various political groups, and a way to allow them to defend each other without traditional Alliances, maintaining the fragile peace that so often prevailed.

House Blocs are our solution, and work similarly to the Confederations added in Khans of the Steppe, but with Houses as members rather than Characters. A Leading House acts as the main decision-maker of the Bloc, with other Houses considered to be their willing cooperators. The House Head of the Leading House gets to decide which Houses are allowed entry to the Bloc, and may also expel other member Houses at will.

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[The House Bloc window, still very work in progress]

Each House Bloc has a Cohesion value, with additional bonuses for all members unlocked for keeping this value high. Cohesion is based on the number and governments of member Houses, whether their House Aspiration matches that of the Leading House, and the Relations between its member Houses.

The Aspiration of the Leading House acts as a sort of defining principle of the Bloc; a Service orientated Bloc will naturally represent Ritsuryō interests, while a Strength focused Bloc seeks to expand military power. The Aspiration of a House is not generally limited by their government type, and various combinations are possible. Generally multiple Blocs led by Houses of the same Aspiration type are not common, with interests coalescing around the most able leadership.

Crucially, Bloc members will automatically join the Factions of the House Head of their Bloc’s Leading House, increase their succession score for Kampaku (if they are Ritsuryō), and also join in their defensive wars, including Tyranny wars started by attempts at Imprisonment or Revocation. This makes challenging a Bloc something to consider carefully, and any wars that do occur are far more impactful than they would be if Japanese vassals were merely isolated county-tier rulers with scattered alliances.

In addition, acquiring governorships for members of Houses within your Bloc, be they your own or others, can directly aid in strengthening your Factions and succession score or preventing attacks to your position, while being without a Bloc leaves you worryingly exposed to your enemies.

The Rise of the Bushi

As the Heian era wore on, many noble families, frustrated by the fierce competition for appointments with the Fujiwara, despaired of ever climbing the bureaucratic ranks, and instead left the capital, establishing manors in the provinces. Far from the disinterested aristocrats of the capital, the power of these families eventually grew to the point they ruled de facto as a hereditary local nobility.

We represent this by allowing Ritsuryō rulers to establish a held appointment as a fief, switching their government type to Sōryō. This is considered a crime by the Kampaku, and all Ritsuryō governors are able to use a casus belli which returns the title. However, Sōryō rulers pack more of a punch than the bureaucrats, with access to the Mounted Samurai horse archer Men-at-Arms type. In addition, Sōryō rulers will generally band together to defend themselves, making resisting their spread a less simple proposition.

By our last start date almost all of Japan was effectively beyond the reach of the Ritsuryō apparatus, instead now dominated by the rising bushi families, most notably the Taira and Minamoto houses.

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[The political situation of Japan in 1178]

By 1178, the head of the Kanmu Taira, Kiyomori, had effectively supplanted the power of the Fujiwara, ruling as a de facto dictator in a manner which would ultimately come to be known as a Shōgun. Just two years after our last bookmark, the Minamoto houses resisted the overwhelming Taira domination in the Genpei, or Minamoto-Taira, war, with their leader Yoritomo ultimately wiping out the Taira and establishing the first true shogunate in Kamakura.




The Three Kingdoms

Like Japan, the Korean peninsula occupies an interesting position as a heavily Chinese-influenced region, with its own deep cultural and political history. Though it is at greater exposure to invasion from the various states and tribes which lay to its north, it is a fairly developed mountainous region, and any threats will struggle to gain a foothold as long as Korea remains united.

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[Kingdom of Goryeo in 1066, character art, coats of arms, and map are work in progress]

By our earliest start date, the Gim dynasty of the Unified Kingdom of Silla in the east had long-subdued its main rivals, the kingdoms of Baekje in the south and Goguryeo in the north-west. The struggle between these three states, known as the Later Three Kingdoms or Husamguk, had raged for centuries, with Silla ultimately emerging victorious. Further north, the kingdom of Balhae, or Bóhǎi, straddles the hinterland between China, Korea, and the Jurchen tribes.

However, this status quo would not last long; a resurgent Goguryeo aristocracy under the Wang dynasty would ultimately overthrow Silla, establishing the Unified Kingdom of Goryeo based in Gaeseong, ruling the entire peninsula until the establishment of the Joseon dynasty in the late 14th century. Meanwhile, soon after Silla fell, Balhae was conquered by Khitan nomads, who would later establish the Chinese-influenced state of Great Liao.

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[Unified Silla in 867 and the Unite the Husamguk decision, art is work in progress]

We represent the unification of the Later Three Kingdoms via a special decision, Unify the Husamguk, which can be taken by any ruler who holds at least one of the kingdoms and has taken over the entire peninsula in a dominant position. This decision destroys the old kingdom titles and creates an empire-tier Unified Kingdom title, which may be named Samhan or Goryeo based on the culture of the unifier. This is the only way for a Korean culture ruler to form the Korean empire-tier title.

This decision also creates the Yongsun Throne, a special Primogeniture kingdom-tier titular title similar to the Chrysanthemum Throne of Japan. The name of this title may also vary based on the culture of the decision taker, with Yongsun, or Dragon, deriving from the legend of King Taejo the Great’s draconic heritage, the historical founder of Goryeo. In addition, the decision increases cultural acceptance between your culture and the other Korean cultures, making it easier to create a new Hybridized Korean culture, uniting the Silla, Baekje, and Goguryeo peoples.

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[Screenshot of the Unified Kingdom of Goryeo in 1178, art and map are work in progress]

The new Unified Kingdom title also gains a unique Acclamation-style succession law, which is weighted towards the ruling Yongsun Throne dynasty. This leaves open the historical possibility of a powerful family taking control of the state from the royalty, as happened by our latest start date with the rise of the military dictators, or Banju, beginning with Yi Ui-bang and Jeong Jung-bu, leaving the royal Wang dynasty in a ceremonial position similar to the Yamato family.

Meritocratic Government

Along with the Korean kingdoms, the kingdoms of Dai Viet, Balhae, and the Liao and Jin states will use a form of government similar to the Chinese Celestial Government, known as Meritocratic. This government type represents the largely administrative states heavily influenced by China due to proximity, interference, or their aspiration to claim the Mandate of Heaven as a conqueror.

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[Map of governments in East Asia in 1178]

Meritocratic governments retain the Noble Families, Estates, Merit, and Examinations of the Celestial government type, promoting their bureaucrats to governorships via a similar system, but may not hold Imperial Examinations of the highest tier. When other forms of government transition into administrative via decision, if they are near to Celestial China they tend to adopt Meritocratic rather than the standard Administrative type.




Map Corner

Let’s conclude with a little look at the current map, all of which is of course subject to change based on feedback and should be taken with a pinch of salt. Let’s start with the de jure title structures of the far east.

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[De jure Empire mapmode]

As you can see, Japan does not have de jure rights to the north of Honshū at game start, given the ongoing campaigns against the Emishi tribes and that part of Japan being the least integrated into the bureaucracy. Instead the kingdom of Hitakami, or Michinoku if ruled by Japan, is a de jure part of the empire of Amur, along with the islands of Sahaliyan and Hokkaidō in the kingdom of Aynumosir. On the mainland, the empire of Samhan, or Goryeo, is bordered by the empire of Andong, composed of Balhae and its environs.

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[De jure Kingdom mapmode]

Here we can see the internal kingdoms of Japan, made up of Tsukushi covering the island of Kyūshū, Yamato covering western Honshū and Shikoku, and Azuma covering most of eastern Honshū . On the mainland, Samhan is divided between its three constituent kingdoms of Goguryeo, Baekje, and Silla.

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[De jure Duchy mapmode]

As for duchies, Japan is split into regional administrative divisions based on the Gokishichidō circuits. As Ritsuryō rulers cannot create duchies, they will mostly be formed by powerful Sōryō lords, who will use their House names. The duchies of Samhan are based on the Mok administrative divisions of the kingdom of Goryeo. To the north, Balhae is split into its administrative divisions, while other areas are based on the dominant tribes of those areas.

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[Culture mapmode in 867]

Our cultures are still a work in progress, but broadly Japan is mostly united under the Yamato culture, while the cultures of Korea’s Later Three Kingdoms are yet to be united in the Goryeo culture present by 1066. To the north, the Balhae culture is a hybrid of Goguryeo and Mohe.

Our faith map is about to undergo a large overhaul, so I will hold off on that one this week!



That wraps up our topics for today, I hope you enjoyed this early look at Japan and Korea. Your thoughts and feedback are most welcome, and I’ll do my best to answer your questions below!
 
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I find it hard to believe that the Chrysanthemum Throne and Yongsun Throne are directly included in the character names. It seems like a spoof rather than a formal name.
In East Asia, it is true that a member of the royal family is called a descendant of someone to identify his identity, but it is definitely not a weird title like XXX Throne. For example, the Japanese royal family can be called the descendants of the Tenshin (Heaveanly God), and the Goryeo royal family can be called the descendants of Yong(Dargon)
IDK I think its more flavorful than just saying "The Japanese Emperor". Plus it makes it clear that they are not in charge directly, instead their position as imperial head is highlighted.
 
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IDK I think its more flavorful than just saying "The Japanese Emperor". Plus it makes it clear that they are not in charge directly, instead their position as imperial head is highlighted.
I speculate that maybe PDX is using European thinking, such as the Capetian dynasty, after all, Capet is named after the cape.
But obviously this is quite strange, it is not historically correct, and it is also strange in the game, just like calling the descendants of Julius Caesar the Throne of Venus, or calling Charlemagne the Throne of the Dwarfs.
 
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I suddenly had a huge complaint about the new design of the character window, You made the coat of arms smaller, please cancel this, it's just bad and probably the worst of the possible solutions for improving the interface.
New:
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Old:
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Any plans to add Siberian tribes like Yakuts and Buryats in the future? Someday...
IMG_20250613_223402.jpg
 
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I speculate that maybe PDX is using European thinking, such as the Capetian dynasty, after all, Capet is named after the cape.
But obviously this is quite strange, it is not historically correct, and it is also strange in the game, just like calling the descendants of Julius Caesar the Throne of Venus, or calling Charlemagne the Throne of the Dwarfs.
I mean, IDK if it has any source in Asia but at least in English Historiography the use of the term "The Chrysanthemum Throne" to refer to the broader office of the Japanese Emperor has been in use for decades if not longer. It's not something Paradox made up. Same with "The Dragon Throne" for China.
 
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What does the Sōryō in Satsuma represent? AFAIK at least by 800, the Hayato people were still the majority in the general region thereabouts. Should they be represented in-game somehow or were they effectively integrated even by 867?
 
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I suddenly had a huge complaint about the new design of the character window, You made the coat of arms smaller, please cancel this, it's just bad and probably the worst of the possible solutions for improving the interface.
New:View attachment 1320277
Old:View attachment 1320280
Any plans to add Siberian tribes like Yakuts and Buryats in the future? Someday...
View attachment 1320282
Biggest think with UI rn is traits overload. Really need a menu where it can be expanded similar to diplomatic relations, with levelable traits organized
 
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Have we heard anything about Wanua government which seems to be present in Taiwan and the Philippines before?
I think Wanua in the Philippines is translated as Banua or towns? Maybe a collection of Kampo or Kampung? Maybe there's a unique mechanic to other SEA peoples or maybe it's just a fancy way of saying Tribal.
 
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I mean, IDK if it has any source in Asia but at least in English Historiography the use of the term "The Chrysanthemum Throne" to refer to the broader office of the Japanese Emperor has been in use for decades if not longer. It's not something Paradox made up. Same with "The Dragon Throne" for China.
I know, because in East Asia, the monarch is also indirectly referred to by his throne.

In East Asian culture, people would say "sit on the big seat", "sit on the dragon throne" or "seize the dragon throne" to express the monarch's accession to the throne, but this does not mean that the monarch's title is linked to a throne.

Because this expression is a metaphor rather than a formal usage. Just like in English, the British Crown is used as a metaphor for the King of England, but the King of England is not directly called George of "the British Crown".
 
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[Proposal] A Comprehensive System for Japanese Shogunate Governance: Balancing Historical Depth with Dynamic Gameplay

To the Development Team,

The community is incredibly excited about the new gameplay possibilities for Japan, especially with start dates as early as 867. Building on this fantastic foundation, I would like to propose a detailed and comprehensive system for Shogunate governance.

This proposal aims to replicate the unique and complex political structures of the Kamakura and Muromachi periods, not as a static, railroaded path, but as a dynamic and generalized system that respects player agency. This will ensure a deep and strategic experience, whether players are recreating history or forging their own "what if" scenarios, such as a long-lasting Taira Shogunate.


Part 1: The Apex of Samurai Power - The "Shogunal House" and its Authority

The legitimacy of a Shogunate rested not just on military might, but on a unique form of "authority." This system aims to model that dynamically.

1. The "Shogunal House" (将軍家) Dynasty Trait

  • Implementation: When a samurai ruler (Sōryō government) first creates the "Shōgun" empire-tier title, their Dynasty is permanently granted the "Shogunal House" trait.
  • Effects:
    • Legitimacy Bonus: Members of the "Shogunal House" gain a massive +200 bonus to their succession score for the Shōgun title.
    • Vassal Loyalty: The head of the "Shogunal House" gains a permanent +20 Opinion bonus from all samurai (Sōryō) vassals.
    • Governing Stability: +10% Control Growth in their domain.

2. The Illegitimacy Penalty for Outsiders

  • Mechanic: If a character from a non-"Shogunal House" inherits the Shōgun title, their lack of legitimacy destabilizes the realm. This explains why powerful clans like the Hōjō could not simply become Shōguns themselves.
  • Effects:
    • -40 Opinion from all members of the original "Shogunal House" and jejich loyal vassals.
    • A significantly lower threshold for vassals to join an "Overthrow Shōgun" faction.
    • +50% Tyranny gain.

3. Generalized Puppet Shōgun System

  • Mechanic: If the "Shogunal House" line dies out, the de facto ruler (the Regent/Shikken) can execute a decision: "Invite a Nominal Shōgun."
  • Candidates & Prestige:
    • Imperial Family Member: Highest prestige, placates vassals most effectively.
    • Fujiwara Regent House Member: Second-highest prestige.
  • The invited character gains the "Puppet" character trait.
    • Effects: All Skills -3, Intrigue Power -50%, Prowess -4, cannot create or join factions, no resistance to imprisonment or title revocation.

Part 2: The Heart of the Bakufu - A Dynamic System of Governance

The Shogunate's power structure should not be static. It should evolve based on the Shōgun's prestige, competence, and the balance of power with their vassals. This is modeled through a new mechanic: "Shogunal Authority."

1. The "Shogunal Authority" (将軍家の権威) Mechanic

  • Implementation: A new authority level, similar to Crown Authority, specific to the Shōgun, ranging from 0 to 100.
  • Factors for Change:
    • Increases: Winning wars, crushing powerful factions, high Prestige/Prowess of the Shōgun, high Court Grandeur, executing the "Increase Shogunal Authority" decision.
    • Decreases: Losing wars, accepting faction demands, having an infant or low-skill Shōgun, bankruptcy, frequent vassal rebellions.

2. Governance Tiers Tied to Shogunal Authority

This system allows a capable heir to maintain their founder's autocratic rule, while a weak one will lose it.

  • Level 80-100: Shogunal Autocracy (将軍独裁)
    • Description: The Shōgun can completely ignore the Council, freely revoke titles (while still gaining Tyranny), and wield absolute power. This is the governance style of the founder or a successor of equal charisma. The Council is merely an advisory body.
  • Level 40-79: Shōgun-led Governance (将軍主導)
    • Description: The Shōgun is powerful but requires Council support for major decisions. They possess a Veto Power, but using it costs Prestige and lowers Opinion with powerful vassals. This is the standard, balanced state of governance.
  • Level 20-39: Council Governance (評議会統治)
    • Description: Power shifts decisively to the Council.
      • The Shōgun cannot overrule the Council's decisions.
      • Upon dropping to this level, the "Shikken" (執権) office is automatically activated, becoming the permanent head of the Council and the de facto ruler of the Bakufu.
      • Gameplay: This represents the historical moment the Shogunal House lost its power. As the Shōgun, you become a figurehead. As a powerful vassal, this is your goal.
  • Level 0-19: Crisis of the Bakufu (幕府崩壊の危機)
    • Description: The central government collapses. Even the Shikken cannot control powerful vassals (Shugo), who begin to wage war freely. This represents the prelude to a Sengoku-like era, with a high risk of realm-wide civil war.
This dynamic authority system ensures that gameplay is not railroaded. The actions and abilities of your characters will directly shape the future of the Shogunate.


Part 3: The Reach of the Bakufu - The Regional "Tandai" (探題)

To govern its vast territories, the Shogunate appointed powerful regional deputies.

1. The "Tandai" Title System

  • Implementation: The Shōgun can, via a decision, create a Kingdom-tier honorary title (e.g., "Kyushu Tandai," "Kantō Tandai") and appoint a powerful vassal to it.
  • Term of Office: Appointment for Life. The title is not hereditary by default. Upon the character's death, the title reverts to the Shōgun, who can appoint a successor.
  • Powers:
    • Acts as the direct liege of all Shugo (Dukes/Counts) in the region.
    • Holds limited title revocation and imprisonment rights over regional vassals.
    • Possesses their own court and can execute region-specific decisions ("Land Survey," "Suppress Piracy").

2. The Path to Hereditary Power

  • Mechanic: An appointed Tandai can use a scheme to "Request Hereditary Status for the Tandai Office," requiring high prestige or a Hook on the Shōgun.
  • Outcome: If successful, the title becomes hereditary to their house, creating a semi-independent regional power bloc (like the historical Kamakura-fu). This creates a constant tension between the Shōgun's need for regional governors and the risk of fostering powerful rivals.

Part 4: Future-Proofing for the Muromachi Era

This system is designed to evolve. As the game progresses, new "Bakufu Laws" can be enacted to transform the government, mirroring the Muromachi period:

  • Shikken evolves into the Kanrei (管領), with appointment bonuses for the historical Sankanrei families (Hosokawa, Shiba, Hatakeyama).
  • Council (Hyōjōshū) is supplemented by the Shishiki (四職) families gaining hereditary rights to key council positions.
  • Regent House Autocracy gives way to a weaker Shōgun, where a Council of Daimyō (大名衆議) holds the true power.
By implementing these interconnected, dynamic systems, we can create a Japanese gameplay experience that is not only historically authentic but also endlessly replayable and strategically profound. Thank you for your consideration.
 
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I have a historical question related to naming customs
In Japan, it’s known that the Imperial family has had various branch families. Similarly, powerful clans like the Genji (Minamoto) and Heike (Taira) also had branch families. This raises a question: as Japanese history progressed, it became common for families to adopt the names of the lands they owned as surnames. How would this be represented in the game?
On the other hand, in China and Korea, it seems that surnames were considered more permanent and symbolically significant. From what I understand, branch families in those countries didn’t usually adopt new surnames, even if they settled in different places. Have you thought about what to do?
My House, Papyeong Yun, has a cadet branch named Haepyeong Yun, who settled into a town named Haepyeong.

They both share the same surname, Yun, but reside in two different locations, Papyeong and Haepyeong.

So the surname should stay for Korea whenever someone's making a cadet branch.
 
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Will the House Relations mechanic come as part of a rework to Friends & Foes-related content?
I really need house relationships for everyone. Not only in Japan…
Please tell me this is going to be available for the whole map. This is very needed.
House Relations are not limited to Japan, they are active for all Houses in the game.
Specific content relating to feuds from Friends and Foes has been reworked and integrated into the new House Relation system, available for owners of that DLC

Does the Japanese Emperor title exist as a head of faith like title, where the title will always exist regardless and his titles can’t be revoked if he’s under a Kampaku or Shogun?
Yes the Chrysanthemum Throne is a separate title with its own succession, and it cannot be revoked directly

To ask more about the Japanese Emperor: what happens to the Chrysanthemum Throne if there is a Cloistered Emperor ruling?, is there no currently ruling Emperor?, and do Cloistered Emperors go back to ordinary Emperors if they are overthrown e.g. by faction?
• More counties for japan, as its is possible.
Believe me, there are enough!

Will the meritocratic government form share the "cyclic" nature of the celestial government with cycles of peace and collapse etc. Or will it be (too) stable like normal administrative realms?
The Dynastic Cycle Situation is unique to China itself, but nearby rulers can be involved in that Situation
 
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Will you be adding the descendants of Yazdegerd III in this mod? Historically, they escaped to China. They don't even have to be governors, but it would be wonderful to see them as a noble family. Maybe could even add a small bit of content that allows them to reclaim their Persian Zoroastrian heritage (assuming they'd have Sinicised)
 
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I mean, IDK if it has any source in Asia but at least in English Historiography the use of the term "The Chrysanthemum Throne" to refer to the broader office of the Japanese Emperor has been in use for decades if not longer. It's not something Paradox made up. Same with "The Dragon Throne" for China.
Honestly, I think I would love if they just changed a localization a little bit if that’s possible. ‘Ten’no (…) on the Chrysanthemum Throne’ would feel totally natural to me.

Though to be honest, I personally don’t mind ‘of the Chrysanthemum Throne’ part as much as ‘Yamato (…)’ one. I have never seen Emperor Yamato something in an English usage, lol. (and frankly, why would it be needed?, it's not like there are any other dynasties that can inherit this particular throne.)
 
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