• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.

image_01.png

[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.

image_02.png

[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.

image_03.png

[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).

image_04.png

[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.

image_05.png

[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.

image_06.png

[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.

image_07.png

[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.

image_08.png

[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.

image_09.png

[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.

image_10.png

[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.

image_11.png

[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.

image_12.png

[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.

image_13.png

[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.

image_14.png

[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.

image_15.png

[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.

image_16.png

[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.

image_17.png

[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.

image_18.png

[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.

image_19.png

[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.

image_20.png

[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!
 
  • 99Like
  • 69Love
  • 10
  • 3
  • 2Haha
Reactions:
Believe me, there are enough!
Hmm???

Was it intentional to quote this:
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?
...and then not actually reply to it?
 
  • 2Like
  • 1Haha
Reactions:
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.

Hello, Chop! Thank you for your time, and describing the many mechanics. They'll be a burden* to try and remember if the map keeps diversifying like this, but you and the team have certainly been cooking a variety of ideas.

*By which I mean using the foreign terms lacks the connotation-recognition for the English-speaking audience. I can more easily recognize/associate 'Celestial' or 'Meritocratic' government names due to associating them more with core-China or Chinese-influenced governments and an implicit 'degree' of difference. I will struggle to keep Ritsuryo and Soryo distinct, since there is no cross-dialect connotation. This isn't a request to change these, but in the future please think carefully on the use of loan-word mechanic names.


Some questions / thoughts below.



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

I'll start with a kudos / 'this sounds interesting' general point on the point of Japan swapping between two forms of government. I can see this sort of emergent government transition being an interesting / applicable system elsewhere, as opposed to the one-way-transition of tribal to feudal, or the mostly one-way feudal to admin.

I specifically could see applicability to a HRE mechanic for investiture. Where instead of / as part of a Struggle, a slight government shift gives clerical-appointment rights to the secular authorities, or church-favored rights.




Just to make sure I understand the intended mechanical play structure right, though- the Ritsuryo system is more of an admin-style system, which favors the dominant family and the ruler class but limits personal holdings potential to a county for most, wheras the Soryo is the vassal-favored structure that lets vassals be more heriditary and expand more freely? With the primary internal/Japan-region struggle being the Ritsuryo trying to limit/reverse the rise of the Soryo, and the Soryo seeking to take over the system from the inside from a position of relative power before reverting to Ritsuryo from a position of dominance?


The Ritsuryō System

...

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.

When it comes to being Diarch for the Emperor, but not the Kampaku, what sort of powers would the Emperor-Diarch get vis-a-vis the Kampaku-diarchs?


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).

Okay, being stuck with a single county sounds like a clear drawback. A few questions on this-

What holdings do the Ritsuryo government get to hold?
(Can their character domain limit be used to directly hold the cities and/or temples in the realm?)

What sort of exceptions allow for holding more than one county?






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.

Understand that the goal here is to have a series of one-province-minors.

Will members of your dynasty convert to the Soryo government if you are in power?
(It would be frustrating if they become the would-be rebels.)

What sort of non-defaults allow duchy creation?
(I imagine a conquering Japan would run into the vassal limit pretty quick).


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.

When you say 'retain'- can the Soryo still build new ones, are are they stuck at the point of conversion?


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.

[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.

I like this concept.

The Chrysanthemum Thone system sounds interesting, and if received well might make a good addition to the Caliphate / various head of faith titles in the future for any faith rework. If heads of faith could have their own thrones/courts, and separate the nominal religious leader head of stat from the secular de facto leader, that could be an interesting aspect in other zones. I am thinking of the Pope having a Court even if they lose their starting Kingdom in Italy, or temporal religions where the head-of-faith and the head-of-state can diverge.


That said, two notable questions.


First-

How does one usurp the Chrysanthemum Throne?

By the sounds of it, it's a standard heridtary title. Understand that it is supposed to represent the continuity. But can / how does one press a claim for it?


Second-

How the cloistered emperor is supposed to be 'powerful'?

As described, it's not clear how the Emperor is supposed to get gold to do anything, or even if they can hold a county if governorships are banned to them. Aside from calling in dynastic allies, what is the merit? It would seem that becoming your on Kempaku is required for player agency of funds / foreign policy / vassal management.

It's not clear what the gameplay loop of the Emperor is that would make being cloistered ever preferable.



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.
[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.

I understand the intent of the caus belli restriction. I think it could use some clarity on 'what is a player-vassal to do' as the gameplay loop, besides sit around building up your estate, try to scheme up influence, and wait for other people to die to get elected.

It's not clear what incentive the player has to NOT race to the top title ASAP, since Ritsuryo seems incredibly constrained by design.


A few questions.

Can the players request / advocate / factionalize-for various policies?
(Can you get the policy you might want, without being the top dog?)

Do policies shape AI behavior, or just modifiers?
(Will getting different internal-policy laws passed actually provide a weight change to any AI modifiers?)

Is the casus belli restriction for all wars, or just territorial wars?
(Will my dynasty-focused gameplay not be able to rescue kidnapped dynasty members despite my diplomacy lifestyle? No artifact sniping?)

Are the northern frontier casus belli an exception that is usually open, or only under certain policies?
(If it is also restricted, I foresee players nearly always sticking to maximum-war casus belli.)





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.

...

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.

Can you clarify if mechanically, is this a 'AI behavior weights are changed,' or a more script-based 'will try to achieve [X] actions'?



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.


[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.


[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.

I really, really like this concept, and am glad it's in the free update. I like my loyal vassal runs, and this is a great dynastic-level (or house-level) incentive structure for not pissing off everyone. You may be untouched, but your family being more at risk is grand.

I have a concern about the performance, if this is yet another thing every new character with a newly created house has to track.

Perhaps a winowing function, so that after a time there's a higher level of requirement for a feud? Say that after a grace period of a hundred years, there's a low requirement of, say, 'dynasty must have at least level 2 splendor' to weed out the randos from the processing load? Any AI who survives the first hundred years probably has the families established to matter, and should trivially reach that mark.


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.


[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.

This is the part of the dev concept that sounds a bit undercooked / lacking in a clear player utility of a fun thing to play with, as opposed to a frustration to play against. The current incentive structure of Japan, and Ritsuryo in particular, makes it sound like a road block rather than a fun tool to use to advance yourself. I think this lacks a clear gameplay loop of how you and your band of brothers / cousins can go fight for glory on your own terms.

Part of the fun of one province minor vassal swarms in other Paradox games is to get the vassal swarm to fight for you. That's been a practical meme in Japan in other titles. Here, the system seems to be a mostly defensive, and while that defensive focus is useful- and the contrast between a house block and scattered alliances is good- it needs an offensive-utility to be something the player who is on top. However, that utility is banned both by the block only joining in faction offenses, and otherwise being defensive only..

Take the crucial use cases

-Join house head factions. This might be good, except... except there's not really much use for the factions in general.

If you are already on top, there's no faction to join. Even when you are a vassal, you're not going to independence from Japan. You're not going to dissolve Japan. Liberty faction can only go so low, especially in the 867 start where most crown authorities are locked to later eras. That leaves pressing a claimant faction. Except, since duchies and kingdom titles can't be created, that's just a war for the Kampaku. And if you could win the war against a dominant house block, you could almost certainly just win the succession.

-Increase succession score for Kampaku. Ironically renders the house faction rule largely irrelevant, since if you are Kampaku, you can't benefit from a faction.

-Defensive pacts. This part actually is good! ...except that it makes you even safer / more secure if you are the top dog. And there's a general tendency towards powerful states never getting attacked in the first place.

Don't get me wrong, the defensive structure has great potential for the fun. Getting your house block to defend against a war by an outsider, like the mongols or china, could be great. But how many times a campaign is that going to happen?



What the block system needs is some (non-territorial) conflicts to have and bond together, so that your House Block becomes your Beat Stick of OPMs, as long as that beat stick is waged for eachother. House co-belligerency, with the point of not being for direct territorial conquest.

Ways that could support that could include-

-Soryo-reversal coalition. If declared by a Ritsuryo house head, the house block as a whole can join in against the enemy's house block. If successful, the Soryo doesn't just reverse to a Ritsuryo government, but the ruler is replaced by an (unlanded) member of the Ritsuryo house, who will be the new governor without having to be elected. (This is the vassal house-vs-vassal house beat stick, but rewards neutralizing / alliances with the house heads specifically.)

-Grant a modification of the Rescue House Members casus belli. More like a 'rescue from unjust imprisonment.' IF a house member is arrested for a non-crime (act of tyranny), or a war-prisoner beyond the house being a part of the war, the house block can make a demand for their release, and war declare if not.

-A 'defend house honor' war. Kind of an inverse humiliation war, where instead of going out of your way to humilitate your rivals, you go out of way to defend your own- or your family's- pride when a rival slanders it. Winning this provides influence/prestige/Kambaku-candidate advantages.

-A 'provoke war declaration' scheme. This one provokes a target into rivalry- or greatly inflames house tensions- to a point that, unless superbly rational/forgiving, the AI will war declare. This lets your house dogpile on them. If they win, they imprison you, but when this is done between two Ritsuryo-vassals, whoever loses also loses their governorship and has a sharp decrease in future electability for some time. This would be a way to get someone out of a governorship before their death.

er.





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.
...

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.

I am glad Korea is getting some flavor. The meritocratic government is also appreciated.

I'll make a note here for the prep for the religious diary next week.

Korea underwent a major religious transition in the CK time period, transitioning from animism to Confucianism as an official ethics system. Specifically, the Joseon (Choson) dynasty implemented Confucianism as part of its takeover, which served as a modernizing effect / legitimizing doctrine / alignment with China in the greater Chinese tributary system / etc.

In other words, a great representation of a state religion / faith change, with state faith change for alignment / neutralizing of a larger religious neighbor.

I don't know if that will have any unique flavor for Korea specifically, but I think Confucianism makes sense as a formal faith in the current system, particular if/when a religious minority system is ever adopted.


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.
...

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.

I like that there is a similar-but-distinct alternative to celestial. My hope / wish would be that there is a way for the Meritocratic governments to usurp Celestial, and deny it to the rest, if they 'seize the mandate of heaven.'

This would require toppling / tearing down China as the dominant hegemony, which would greatly benefit from China-neighbor schemes / abilitieis to interfere with Chinese trajectories.

But a key point here is that if you do this (presumably end-game) objective, these meritocratic governments can claim the mandate for themselves, making themselves the new center of the hegemony, but also force-convert any previously-Celestial Chinese that they do not hold into 'merely' meritocratic rump states.

This would be a boon to the regional historical power fantasies, where someone can 'prove their merit' so hard that they overtake China, but are not stuck as a second-class government.




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.

In addition to the maps you have, do you have a terrain map or special-building map available, to show the special / distinct terrains and higher-value counties?




[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.

I like this split of the Japanese isles, as it gives a clear de jure target drift to aim for.

I would appreciate clarity if Japan will have suitable casus belli to pursue this. It's not clear what they do under the Ritsuryo starts, and so if a 'successful' AI-Ritsuryo-dominance functionally blocks itself.

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!

Thank you very much for the early and extensive engagement!
 
  • 10Like
  • 1Love
  • 1
Reactions:
Would it be possible to give Japanese women long straight hair? The way it currently looks is quite odd and un-Japanese.

Some of the hair also looks somewhat wavy, which would have not been the norm in Heian Japan.
1750173007474.png


The most popular hairstyle in the Heian court for women was extremely long and straight:

1750172779470.png


1750172842811.png

1750173247724.png


Also, while we're on the topic of hair, a lot of the Japanese characters seem to have brown hair. There might need to be some tweaking with the DNA.
 
Last edited:
  • 21Like
  • 4
  • 2Love
  • 1
Reactions:
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?
I don't know how PDX may represent it in game.
In history, when you becomes a Cloistered Emperor, or Dajio Hoo, you will become a Buddhist monk and abdicate. (Mentioned in earlier DDs) So your heir would become Tenno to perform that duty.
The second question: In history we had one cloistered emperor overthrown by faction, Go-Shirokawa (1127-1192). After Minamotos established the first shogunate, he was no longer in power, and didn't return to Tenno position, as his son also is a Tenno. That's easy to explain. When you have a better, naiver puppet, why would you want the more skilled one to come back?
 
Last edited:
  • 2
Reactions:
Overall, it is very good that the game is designed to respect and deepen the understanding of Japan, while at the same time taking pains to combine the immersive experience of history with the fun of the game.
However, as a Japanese, I cannot help but feel uncomfortable with the details.

While it is true that Taira no Kiyomori rose to become the real supreme power in Japan, the name “shogun” is not used in either historical fact or fiction.
The term “shogun,” short for “seii-tai-shogun”(commander-in-chief of the expeditionary force against the barbarians) did not become major until after Minamoto no Yoritomo destroyed the Taira clan.

The concept of a “bloc” system, which represents the formation of political power blocs within Japan, is also very interesting.
It is easy to be convinced of this system as a substantial operation, and I think it holds promise for the dynamism of the game within a small country.
However, I am uncomfortable with its name "bloc".
Not because it is English, but because it gives the impression of being very systematic and modern, so it does not fit well as a word.
A family name such as “Taira Domain” or "Taira" or “Fujiwara” (or even dynamically generate unique place names, etc. at block generation time) would still have more affinity.

I understand that the content is still under development and look forward to further development work.;)
I suggest just to change the name block with something else like "Faction"
 
  • 1
Reactions:
How will you represent Christianity in Asia (Saint Thomas Christians, Nestorians)?
And what happen if Japan or China rulers (emperor or vassals) became Christians? Will they be persecuted ?
 
  • 1Like
Reactions:
I wonder, is the Chrysanthemum Throne permanently tied to the Yamato Dynasty, or are there ways for you to replace the Ten'no?

Also, what happens to this if Japan is invaded by a world-jumping bunch of Norse adventurers? If Japan is fully conquered, could said Vikings restore the Japanese system of government, or once it's dead, is it just dead?
 
  • 1Like
Reactions:
I wonder, is the Chrysanthemum Throne permanently tied to the Yamato Dynasty, or are there ways for you to replace the Ten'no?

Also, what happens to this if Japan is invaded by a world-jumping bunch of Norse adventurers? If Japan is fully conquered, could said Vikings restore the Japanese system of government, or once it's dead, is it just dead?
Moreover what if Japan change religion
 
  • 1Like
Reactions:
I think the idea is that you are unable to do all these things by yourself, since the China is too big, and so the ministries under the Hegemony have to mediate between you and your vassals. I don't think this translates that well to Kingdom-tier rulers, since at this point the ruler would be able to handle much more things by themselves, and would not need to delegate nearly the same powers to the ministries.
both Korea and Vietnam, which are much smaller, still adopt the 6 ministries system - because it's just a good government system, like how all countries nowadays have ministries and cabinets.
 
  • 11Like
Reactions:
both Korea and Vietnam, which are much smaller, still adopt the 6 ministries system - because it's just a good government system, like how all countries nowadays have ministries and cabinets.
I 'll mention that British in fact referenced China when reforming their own civil service in 19th century.
 
  • 5Like
  • 1
Reactions:
A lot of the theoretical development of the proper relations between lords and ministers dates all the way back to pre-imperial China, and it was developed in the context of realms that often weren't bigger than kingdom-tier. So, I'd say the ministries are most important (regardless of the size of the realm) as a way of modeling how these societies viewed the proper way of governing, and as a gameplay tool to make internal politics and vassal play more interesting.
The lot of theoretical development was done on the sociopolitical reality when the lowest politically significant tier was smaller than County, because - yes - there is a whole lot of politics at the much lower level that the ruler would not care to handle themselves.

On the other hand, CK3 de jure map starts at the county level. Take a look at the kingdom of Guangnandong. You will almost certainly have like one Duchy-tier governor that would be in charge of half the realm, and so at this point it doesn't really make sense that the interactions between you and the governor would be delegated to ministries.
both Korea and Vietnam, which are much smaller, still adopt the 6 ministries system - because it's just a good government system, like how all countries nowadays have ministries and cabinets.
Sure, but usually the prime minister / president / whatever makes the decisions concerning the biggest issues - and at this point almost all of the direct vassals requests would constitute the biggest issue. That, however, is not how Ministries would work based on previous DevDiary.
 
Would you be able to show us the cultures of the rest of the map? Maybe just China since we didn’t see it during the DDs covering that?
 
The rest of the content is good, but the crown of the Japanese Emperor is completely wrong. It's completely different from the Chinese emperor.

Here are some pictures about the crown of the Japanese Emperor.

It has beads-line (be called 琉) on all four sides (different from the Chinese crown only on the front and back), and a sun shaped decoration at the top, symbolizing that the royal bloodline comes from Amaterasu 天照 (the Japanese sun god)

QQ20250617-231757.png

The crown of the Japanese Emperor

The formal attire of the Japanese Emperor should also be correctly incorporated.

Here are some pictures about 後鳥羽天皇 Gotoba Tennou (R. 1183 - 1198)

43df2631ly1hxlnj6e3b2j20u01cg0yv.jpg

Formal attire of Gotoba Tennou, modern drawing based on historical attire

42e89c2678ea2a048a82a10f.jpg

Daily attire of Gotoba Tennou, historical drawing

As a comparison, here are the costumes of the emperors of the Song Dynasty, listed in order as daily attire, court attire, and formal attire.

a856d76cgy1hratw0abxdj20u014042o.jpg

Daily attire (in informal situation)

a856d76cgy1hratw102y0j20u0140438.jpg

Court attire (in court)

a856d76cgy1hratw1c9zbj20u0140n4a.jpg

fdwTP2.jpg

Formal attire (in important ceremonial occasions such as sacrificial ceremonies)

In all, The Japanese Emperor should have independent clothing modeling instead of sharing the attire of the Chinese Emperor.
 
Last edited:
  • 18Like
  • 4
Reactions: