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But it really wasn't part of the Empire. Tibet managed its own affairs. It's not like Confucian Mandarins were sent in to take on the burdens of administration. The amban, or Chinese ambassador to Tibet, wasn't in charge of tibet's government. the Kashag, or Tibetan parliament, made all decisions. The amban ensured that the mulberries kept coming and that Tibet continued to receive a subsidy.
 
unless u are implying that different US states should be different EU2 states in the game, what u're saying basically goes to the fact that they are the same EU2 state. there is of course a distinction between vassalisation and a substantial degree of automony of a particular area. the fact that little actual central interference was exercised in administration of the area (which was the case for the US during the period) is just an indication of substantial automony if the central government could at times it so wish easily change significant policies of the local government. The Qing administration had done so in Tibet, and in fact the dalai lama's election had to be approved by the Qing administrator, so did the local Tibetan officials receive Qing imperial seals for their posts. these elements goes much further than the automony of the states within the US, where the US could not interfere in many areas of the states' internal affairs even if it wanted to. military control is another important element that need not be elaborated.

if the central government could at times it so wish easily change significant policies of the local government, the fact that little actual central interference was exercised in administration of the area is in EU2 terms just an indication of a more decentralised DP.

in fact the Qing administration as well as previous dynasties used similar types of control in various parts of the Empire.
 
what other areas??

certainly not in the west, where there were large garrisons... not in the north where the mongols and manchus were loyal...
 
militarily i dont think the control is substantially less than in the NW, if u think in proportion to local population number and geographic protection. Qing need large garrisons to control NW because of its geographic position (the need to defend against attacks from outside the boundaries and the ability to launch attacks into central Asia). I dont think there is doubt as to Qing dynasty's ability to seal off Tibet from outside until late 1800s.

administratively the mongols probably enjoyed as much automony as Tibet especially because of their loyalty. but of course, if the central government wished to intervene and take over there is no doubt it could.

once again the nature of automony is permissive, an area is automonous as long as permitted by the central government. this is quite different from vassalisation.
 
seems that the city changes havent been implemented in the new version, i'll just edit them and re-submit them
Code:
653;Shanghai;coastal;confucianism;han;0;0;4;0;0;0;3;18;0;0;0;orient;0;3;9;0;3;1;8;9;15800;3034;15868;3126;15940;3051;15831;3082;1018;-100;-100;0;-100;-100;0;-100;-100;0;-100;-100;0;Shanghai;China;Asia;Nanjing;0;0;0;1;15841;3064;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1
Code:
654;Anhui;inland;confucianism;han;0;0;4;0;0;0;3;16;1;0;0;grai;0;3;9;0;0;0;8;9;15745;3113;15734;3261;0;0;15784;3164;0;15556;3181;3;-100;-100;0;-100;-100;0;-100;-100;0;Shanghai;China;Asia;Jingde Zhen;0;0;0;0;15751;3154;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1
Code:
1565;Hubei;inland;confucianism;han;0;0;3;0;0;0;3;15;0;0;0;Clo;0;0;5;0;0;0;0;0;15515;3125;15417;3097;0;0;15465;3154;0;15588;3074;0;-100;-100;0;-100;-100;0;-100;-100;0;Shanghai;China;Asia;Wuhan;;;;;15522;3087;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1
Code:
1567;Nanchang;inland;confucianism;han;0;0;3;0;0;0;3;12;0;0;0;tea;0;0;5;0;0;0;0;0;15609;3220;15568;3340;0;0;15597;3225;0;-100;-100;0;-100;-100;0;-100;-100;0;-100;-100;0;Shanghai;China;Asia;Nanchang;;;;;15573;3243;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1
Code:
650;Shandong;coastal;confucianism;han;0;0;3;0;0;0;3;10;0;0;0;grai;0;1;5;0;0;0;9;9;15800;2805;15712;2777;15830;2805;15773;2712;940;-100;-100;0;-100;-100;0;-100;-100;0;-100;-100;0;Peking;China;Asia;Qingdao;0;0;0;1;15744;2784;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1
Code:
642;Yalu;coastal;confucianism;korean;0;0;5;0;0;0;3;13;2;0;0;orient;0;1;9;0;0;0;8;9;16120;2685;16100;2600;16066;2686;16118;2566;940;16151;2439;7;-100;-100;0;-100;-100;0;-100;-100;0;Korea;China;Asia;Seoul;0;0;0;0;16115;2487;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1;-1
the only changes i made to Duke of Earl is renaming province Nanjing back to Shanghai (leave city name as Nanjing) and I replaced cityname Hefei with Jingde Zhen. This is because Anhui province should not be south of the Yangtze river anyway and so we are ignoring it, but giving the geographically correct citynames.

in addition to above changes i will together submit changing:
cityname of province 659 (Guangdong) to Guangzhou
cityname of province 658 (Guangzhou) to Guilin, and make it an inland province
cityname of province 661 to Nanning
cityname of province 657 to Huizhou
cityname of province 660 to Qiongzhou

adding starting CoT in procince 659

removing creation of CoT command in CHI event 3704

most of these have been mentioned in various threads such as this one, in AGC and the recent guangdong and macao thread.
 
This thread seems to have died off for a while, so time to revive it. Basically, I think that a lot of China's events could use a bit of revamping. It's been in quite a bit of neglect, with all the events being the same as vanilla GC with a few of the naval events and Vietnamese reworked. I definitely think much of the events should be reworked, and there should be more historical and flavor events. Ming and Qing were supposed to be the heights of Chinese imperial power, yet a player as China spends 80% of the game under revolt, and we see the AI's government fall every 2 years, which, of course is not historically accurate or game-balancing. Here's a long list of suggestions I've been gathering through a couple of games as China.


The first thing, I think the China event file should be massively reformed. As I've said before elsewhere, I think that the current handling of the events to punish China depend too much on brute force global revolt-risk. As it is, China just isn't very fun to play.

One example is event 10010, The Manchu Rebellion.

#The Manchu Rebellion - inserted trigger suggestion from doktarr thread 89759#
event = {
id = 10010
trigger = {
OR = {
owned = { province = 635 data = -1 }
owned = { province = 636 data = -1 }
owned = { province = 637 data = -1 }
owned = { province = 638 data = -1 }
owned = { province = 639 data = -1 }
owned = { province = 640 data = -1 }
owned = { province = 643 data = -1 }
owned = { province = 644 data = -1 }
owned = { province = 645 data = -1 }
owned = { province = 646 data = -1 }
}
}
random = no
country = CHI
name = "EVENTNAME10010"
desc = "EVENTHIST10010"
style = 3

date = { day = 1 month = january year = 1615 }
offset = 300
deathdate = { day = 1 month = january year = 1616 }

action_a ={#We are too weak to crush the rebels#
name = "ACTIONNAME10010A"
command = { type = independence which = MCH }
command = { type = stability value = -3 }
command = { type = revoltrisk which = 60 value = 5 }
}
action_b ={#Attempt to crush the rebels#
name = "ACTIONNAME10010B"
command = { type = treasury value = -1000 }
command = { type = stability value = -5 }
command = { type = revoltrisk which = 60 value = 10 }
command = { type = revolt which = 625 }
command = { type = revolt which = 626 }
command = { type = revolt which = 628 }
command = { type = revolt which = 634 }
command = { type = revolt which = 635 }
command = { type = revolt which = 636 }
command = { type = revolt which = 637 }
command = { type = revolt which = 638 }
command = { type = revolt which = 639 }
command = { type = revolt which = 640 }
command = { type = revolt which = 643 }
command = { type = revolt which = 644 }
command = { type = revolt which = 645 }
command = { type = revolt which = 646 }
}
}
If you look at it, even owning a single Manchu province is enough to give years of revolt risk, even should you choose to set the Manchus free. How does that make any sense? Does Spain and Austria get country-wide revolt-risk when they refuse to release the Netherlands? Similarly, do Poland and Russia get country-wide revolt-risk because of the Ukraine? Of course not. It makes no sense for China to do so because of a localized Manchu
revolt.

Similarly, the Revolt of the Three Fuedatories should be reworked. Instead of having country wide revolt risk and a scattering of random rebellions, there should be a higher concentration of rebels, concentrated on specific provinces to the south, as well as province-specific revolt risk. There shouldn't be any kind of revolt risk north of the Yellow River. It doesn't make any sense for rebels to start appearing in Beijing or Manchura, now does it?

For the Cult of the White Lotus, its triggering should be dependent upon some triggers. The White Lotus cult was the rebellion that expelled the Mongols and formed the Ming Dynasty. It would make no sense at all for a China that is still Ming to suffer from Ming-loyalist revolts. Again, it makes no sense for Manchua to suffer from 15% RR when the rebellion was an anti-Manchu one. I'd advocate having a much higher province-specific revolt-risk for the provinces where it originated (Hubei, Shaanxi), and lower country-wide revolt risk (maybe 4%?). Same with the Celestial Order and Eight Trigrams.

For all rebellions that get turned province-specific, there of course should be new events to trigger the end of the revolts and reduce the revolt-risk. The current level of revolt-risk is almost comical, with the government of China falling every few years. Historically, the rebellions were bad, but they weren't THAT bad. These events were designed for pre-1.08, because of this, with revolts like this, your country pulls absolutely no income, in order to fight rebels that are stronger than in previous patches.

When Qing becomes China, it should NOT recieve Zhuang culture. This is a holdover from vanilla EU2, when Manchu recieved Cantonese culture. However, Cantonese turned into Zhuang, and afaik, the Manchus never specifically integrated them into the administration (although they were largely sinified, and not recognized as a minority until the PRC).

For the Great Wall events, China should recieve higher fortification levels, and over a wider area. Fortresses in EU2 represent a single city, and while the Great wall doesn't exceed the strength of any single fortress, there's hundreds and hundreds of miles of it, built on tough mountain terrain, making it the equivalent of having a long string of fortresses instead of fortifying a single city. I think the Great Wall events should upgrade the province fortifications to medium level. The Manchus didn't penetrate the Great Wall. The gates were opened for them by a traitor, Wu Sangui.

There should be more positive effects, instead of all (or most) events being revolt-risk related. The early Qing Dynasty was supposed to be a dynamic and flourishing dynasty, ruled by some very good and vigorous Emperors. Kangxi initiated projects to rebuild the flood-control dikes on the Yellow River, and repaired the Grand Canal. Yongzheng revamped the Imperial examination system and fought corruption. This could be modeled with increased stability, large increases in infrastructure, some increased tax values, and with negative inflation.

There are also a lot of events for China, suggested here, that apparently never made it into this thread or got lost in the shuffle.
http://forum.paradoxplaza.com/forum/showthread.php?t=128859

There should defintely be some events to simulate military expeditions and expansion. During the Yongzheng and Qianlong periods, there should be events to give China cores on the western parts of modern-day China, including the territories that make up the Chagatai Khanate. China should also either gain cores on Tibet, or get a vassalization over them. During the Qianlong reign, he launched expeditions against the Junghars, Burmese,
Vietnamese, Taiwanese rebels, into western Sichuan (they annihilated some stubborn hill tribes and repopulated the area with settlers), and into Nepal to combat Gurkhas that invaded Tibet.

Futher, I think there should be a few more flavor events for some of the more notable events during the period. Xi You Ji (Journey to the West) was authored during the Ming Dynasty, (1590s). The Kangxi Dictionary, which was the most extensive Chinese dictionary up to the time, was commisioned 1710 and finished 1716. Qianlong commisioned a catalogue of important Chinese literature, which took 20 years to finish, and ended up containing several tens of thousands of volumes. Dream of the Red House (Hong Lou Meng) was written in 1792.

For the Vietnamese revolts, I don't think China should gain Vietnamese as a state culture even if the rebellions were supressed. I doubt the emperor or mandarins in Beijing would have bothered incorporating the Vietnamese into the state structure. A better idea would be to give China cores over the area and maybe religious conversion to simulate their solid control of the region.

China definitely needs some more leaders. As it is, China has less leaders than the Knights, which is pretty sad. China didn't lack for leaders during the EU2 timespan, as it engaged in countless expeditions, both offensive and defensive, againsts its neighbors.

My last suggestion would be if the player opts for a naval-oriented China. If so, I think the player should recieve an early COT in Guangzhou, to simulate the trade that would have happened if China became more naval-oriented. I think that the option should also sleep the event, The Closure of China, since it would make no sense for a naval-oriented China that made money off of naval trade to close off its foreign revenue.
 
In response to Yuje - I cannot agree with you more. The issue of nation wide revolt makes absolutely no sense. I remember getting a +10 RR for Manchu merely existing in the late 1680s (even though I had retaken everything except Hebei north of the Yellow River and was well on the way towards eliminating Manchu once and for all), and the Three Feudatories resisting me (still Ming, now why would they rebel against the Ming?? They went up in arms against the Qing to revive a Han oriented Dynasty....).

I think Manchu should have some sort of event that fires if they own Beijing, but Ming China controls everything south of the Yellow River. If someone can enlighten me on China's events now (send me a text file of current China events in AGCEEP:) I will attempt to code these.

I don't know much about leaders - Sun Zi though I am sure can provide more than a few pointers on this subject.
 
Last edited:
I've never understood this event.
#The Chinese Collapse#
event = {
id = 10025
trigger = {
stability = 3 #Yes, stability of +3
}
random = no
country = CHI
name = "EVENTNAME10025"
desc = "EVENTHIST10025"
style = 3

date = { day = 1 month = june year = 1644 }
offset = 0
deathdate = { day = 1 month = june year = 1646 }

action_a ={#Drat!#
name = "ACTIONNAME10025A"
command = { type = secedeprovince which = MCH value = 652}
command = { type = secedeprovince which = MCH value = 1558}
command = { type = secedeprovince which = MCH value = 1559}
command = { type = secedeprovince which = MCH value = 1563}
command = { type = secedeprovince which = MCH value = 1564}
command = { type = secedeprovince which = MCH value = 1565}
command = { type = stability value = -4 }
command = { type = capital which = 658 }
}
}
Why should +3 stab trigger all that????

Also the following event, as I've said before, irks me. It should only happen if Manchu exists AND the war against Manchu is going poorly. If Ming China were to launch a highly successful Northern expedition this shouldn't happen.
Added more conditions in the trigger, the Manchu must have some sort of firm foothold in the Huabei region for this End of Ming event to fire. If the Ming own Beijing, this event cannot fire.
#The End of the Ming Dynasty#
event = {
id = 10026
trigger = {
exists = MCH
OR = {
control = { province = 649 data = MCH } #Beijing
control = { province = 650 data = MCH } #Shandong
control = { province = 651 data = MCH } #Jinan
}
NOT = { owned = { province = 649 data = CHI } } # Beijing
}
random = no
country = CHI
name = "EVENTNAME10026"
desc = "EVENTHIST10026"
style = 3

date = { day = 1 month = january year = 1683 }
offset = 30
deathdate = { day = 1 month = january year = 1684 }

action_a ={#We surrender to the Manchu#
name = "ACTIONNAME10026A"
command = { type = trigger which = 10027 }
}
action_b ={#No, we will never give up!#
name = "ACTIONNAME10026B"
command = { type = stability value = -6 }
command = { type = revoltrisk which = 120 value = 10 } # Wonder whether this is too harsh
}
}
 
Yuje you make some good points...

I've always thought China was shafted... then again, if we stop shafting them one way, they are going to have to be shafted another to keep them in check...
 
I would like to put a vote in favour of removing Mongolia.

I cannot say what they do for China but I cannot imagine it's not something revolts couldn't handle.

For Russia, on the other hand, I can say that they pose an obstacle that simply just is too much - both game play wise and historical.

Once Russia reaches Mogolia (who has known nothing but peace until now) they have small castles and too high tech. This combined with the merciless winters in the region and very high attrition rates makes Mongolia a ridiculously hard opponent to overcome. Should the AI manage to reach this far it will cost it immense ressources to overcome what should be a backwards nation and a walkover for Russia. Even a human player has to invest seriously in order to overcome Mogolia.

Mongolia must be removed in order to maintain game balance.
 
Sikker said:
I would like to put a vote in favour of removing Mongolia.

I cannot say what they do for China but I cannot imagine it's not something revolts couldn't handle.

For Russia, on the other hand, I can say that they pose an obstacle that simply just is too much - both game play wise and historical.

Once Russia reaches Mogolia (who has known nothing but peace until now) they have small castles and too high tech. This combined with the merciless winters in the region and very high attrition rates makes Mongolia a ridiculously hard opponent to overcome. Should the AI manage to reach this far it will cost it immense ressources to overcome what should be a backwards nation and a walkover for Russia. Even a human player has to invest seriously in order to overcome Mogolia.

Mongolia must be removed in order to maintain game balance.

I agree that Mongolia is currently rather badly done. They occupy too many territories, and have too many cities when the land is supposed to be rather sparsely populated. They also end up building too many fortresses. They're supposed to be a threat to China, but there's no route from Mongolia or China, or any events, so they can't reach each other. Mongolia doesn't have a single province with Mongol culture. Mongolia has no events converting it to Buddhism.

Edit: However, I am NOT in favor of simply replacing Mongolia with revolts and RR. I'm getting rather tired of seeing revolts as a generic solution to every damn thing in China. See my above posts.
 
Last edited:
Jinnai said:
The end of the Ming Dynasty event sequence are being redone in the Crown of China event sequence which will make more sense.

I would not suggest naming it Crown of China (did the emperor even wear a crown?). Instead, how about Mandate of Heaven?
 
Sikker said:
I would like to put a vote in favour of removing Mongolia.

I cannot say what they do for China but I cannot imagine it's not something revolts couldn't handle.
You... can't... imagine it? Really? I expect your imagination is a bit more healthy than that.
Sikker said:
For Russia, on the other hand, I can say that they pose an obstacle that simply just is too much - both game play wise and historical.

Once Russia reaches Mogolia (who has known nothing but peace until now) they have small castles and too high tech. This combined with the merciless winters in the region and very high attrition rates makes Mongolia a ridiculously hard opponent to overcome. Should the AI manage to reach this far it will cost it immense ressources to overcome what should be a backwards nation and a walkover for Russia. Even a human player has to invest seriously in order to overcome Mogolia.

Mongolia must be removed in order to maintain game balance.
This is not really true given the new Russia-into-Mongolia events. If anything, the current events probably help Russia along by reducing the number of provinces that need colonization.

However, given the lack of any trans-PTI link, Mongolia as a nation is a bit pointless right now, whatever you may think about it.
 
Sikker said:
I would like to put a vote in favour of removing Mongolia.

I cannot say what they do for China but I cannot imagine it's not something revolts couldn't handle.

For Russia, on the other hand, I can say that they pose an obstacle that simply just is too much - both game play wise and historical.

Once Russia reaches Mogolia (who has known nothing but peace until now) they have small castles and too high tech. This combined with the merciless winters in the region and very high attrition rates makes Mongolia a ridiculously hard opponent to overcome. Should the AI manage to reach this far it will cost it immense ressources to overcome what should be a backwards nation and a walkover for Russia. Even a human player has to invest seriously in order to overcome Mogolia.

Mongolia must be removed in order to maintain game balance.
yes, like what doktarr said. you should play out russia and try and see what happens when yo reach the corridor. AFAIK the AI currently never reaches there anyway.

i just got to go now, so i'll attend to yuje's suggestions later. i think i finally have a bit of free time now so i might start finishing off the mongol changes.
 
yuje said:
I would not suggest naming it Crown of China (did the emperor even wear a crown?). Instead, how about Mandate of Heaven?

Not a crown - in the early days, some sort of metallic squarish hat with a board on top with beads at the front and rear, then starting in the mid Tang (I think??) this hat was only worn for coronation, and on most days the Emperor would wear a golden cloth hat. Until the Qing came along, then some sort of red and gold crown became the style.
 
yuje said:
If you look at it, even owning a single Manchu province is enough to give years of revolt risk, even should you choose to set the Manchus free. How does that make any sense? Does Spain and Austria get country-wide revolt-risk when they refuse to release the Netherlands? Similarly, do Poland and Russia get country-wide revolt-risk because of the Ukraine? Of course not. It makes no sense for China to do so because of a localized Manchu
revolt.
yea. as far as i know the revolts are made that bad simply to forcefully facilitate the Manchu takeover of China, through gov collapse, etc. they are deterministic and arbitrary. but the revolts should be considered as part of the sequence as a whole. substantial changes to any single event would have ripple effect on other events and may cause undesirable results. changing the whole sequence takes a lot of time to work on, and this is not an area i m focused on now. perhaps you might like to analyse the whole sequence?
yuje said:
Similarly, the Revolt of the Three Fuedatories should be reworked. Instead of having country wide revolt risk and a scattering of random rebellions, there should be a higher concentration of rebels, concentrated on specific provinces to the south, as well as province-specific revolt risk. There shouldn't be any kind of revolt risk north of the Yellow River. It doesn't make any sense for rebels to start appearing in Beijing or Manchura, now does it?
the three feudatories i m intending to change them to revolts of independent states. a tag has been reserved for Wu San Gui's Zhou empire.
yuje said:
For the Cult of the White Lotus, its triggering should be dependent upon some triggers. The White Lotus cult was the rebellion that expelled the Mongols and formed the Ming Dynasty. It would make no sense at all for a China that is still Ming to suffer from Ming-loyalist revolts. Again, it makes no sense for Manchua to suffer from 15% RR when the rebellion was an anti-Manchu one. I'd advocate having a much higher province-specific revolt-risk for the provinces where it originated (Hubei, Shaanxi), and lower country-wide revolt risk (maybe 4%?). Same with the Celestial Order and Eight Trigrams.

For all rebellions that get turned province-specific, there of course should be new events to trigger the end of the revolts and reduce the revolt-risk. The current level of revolt-risk is almost comical, with the government of China falling every few years. Historically, the rebellions were bad, but they weren't THAT bad. These events were designed for pre-1.08, because of this, with revolts like this, your country pulls absolutely no income, in order to fight rebels that are stronger than in previous patches.
i havent even thought about anything in the late game yet. i think you are right here. but i dont know if it will have effect on the game that would make the AI too strong. i will have a look at those in the next few days.
yuje said:
When Qing becomes China, it should NOT recieve Zhuang culture. This is a holdover from vanilla EU2, when Manchu recieved Cantonese culture. However, Cantonese turned into Zhuang, and afaik, the Manchus never specifically integrated them into the administration (although they were largely sinified, and not recognized as a minority until the PRC).
actually i m now thinking about the accuracy of cultural division again, and not sure if Zhuang should be a separate culture. i m willing to experiment with the bei fang (northern) / nan fang (southern) division. any suggestions with the cultural divisions?
yuje said:
For the Great Wall events, China should recieve higher fortification levels, and over a wider area. Fortresses in EU2 represent a single city, and while the Great wall doesn't exceed the strength of any single fortress, there's hundreds and hundreds of miles of it, built on tough mountain terrain, making it the equivalent of having a long string of fortresses instead of fortifying a single city. I think the Great Wall events should upgrade the province fortifications to medium level. The Manchus didn't penetrate the Great Wall. The gates were opened for them by a traitor, Wu Sangui.
i agree. the great wall events will be reworked together with the mongol changes i m working on.
yuje said:
There should be more positive effects, instead of all (or most) events being revolt-risk related. The early Qing Dynasty was supposed to be a dynamic and flourishing dynasty, ruled by some very good and vigorous Emperors. Kangxi initiated projects to rebuild the flood-control dikes on the Yellow River, and repaired the Grand Canal. Yongzheng revamped the Imperial examination system and fought corruption. This could be modeled with increased stability, large increases in infrastructure, some increased tax values, and with negative inflation.
in the game i think these should be the job of the player or the AI so an increase in monarch rating will be better represent it.
yuje said:
There are also a lot of events for China, suggested here, that apparently never made it into this thread or got lost in the shuffle.
http://forum.paradoxplaza.com/forum/showthread.php?t=128859

There should defintely be some events to simulate military expeditions and expansion. During the Yongzheng and Qianlong periods, there should be events to give China cores on the western parts of modern-day China, including the territories that make up the Chagatai Khanate. China should also either gain cores on Tibet, or get a vassalization over them. During the Qianlong reign, he launched expeditions against the Junghars, Burmese,
Vietnamese, Taiwanese rebels, into western Sichuan (they annihilated some stubborn hill tribes and repopulated the area with settlers), and into Nepal to combat Gurkhas that invaded Tibet.

Futher, I think there should be a few more flavor events for some of the more notable events during the period. Xi You Ji (Journey to the West) was authored during the Ming Dynasty, (1590s). The Kangxi Dictionary, which was the most extensive Chinese dictionary up to the time, was commisioned 1710 and finished 1716. Qianlong commisioned a catalogue of important Chinese literature, which took 20 years to finish, and ended up containing several tens of thousands of volumes. Dream of the Red House (Hong Lou Meng) was written in 1792.
yea, there are lots of historical and flavour events, just dont have the time to address them all. ptan54 will contribute some help?
yuje said:
For the Vietnamese revolts, I don't think China should gain Vietnamese as a state culture even if the rebellions were supressed. I doubt the emperor or mandarins in Beijing would have bothered incorporating the Vietnamese into the state structure. A better idea would be to give China cores over the area and maybe religious conversion to simulate their solid control of the region.
i think vietnam under Ming Chinese rule would eventually revert to the situation with pre-Song vietnam. During Tang, Han, etc i dont think An Nam or Jiao Zhi were any more different than other border areas of the empire, thus they should not receive specific penalties.
yuje said:
China definitely needs some more leaders. As it is, China has less leaders than the Knights, which is pretty sad. China didn't lack for leaders during the EU2 timespan, as it engaged in countless expeditions, both offensive and defensive, againsts its neighbors.
yea, i have heaps of leaders in mind, but again i m not focusing on that.
yuje said:
My last suggestion would be if the player opts for a naval-oriented China. If so, I think the player should recieve an early COT in Guangzhou, to simulate the trade that would have happened if China became more naval-oriented. I think that the option should also sleep the event, The Closure of China, since it would make no sense for a naval-oriented China that made money off of naval trade to close off its foreign revenue.
well CoT in guangzhou should exist at the start of the game anyway.
 
I would argue that the Ming should get +10 RR as a MAX, no more (remember those stupid wave of obscurantism events can pop up with +6) during the 1640s.

Manchu shouldnt inevitably become the Qing. I'd say that the player acts as the "monarch" or "administrative branch" in any EU game, and large scale corruption and incompetence (especially in a country as large as China is pretty difficult to disperse).

What we should do is have regular events knock stability down but not RR - since RR = low taxvalue = can't recruit men.

First I need to ask how the Li Zicheng rebellion is being simulated. I'd say a revolter would be best since he can claim the Crown/Title of China. If Li, at any time, controls Beijing, an event "Wu Sangui and Shanhai Guan" pops up:
#Wu Sangui and Shanhai Guan
event = {
id = 1111111111
random = no
country = CHI
trigger = {
exists = MCH #Need an earlier event to give them independence just in case they were annexed
control = { province = 649 data = LIZICHENG}
}
name = "Wu Sangui and Shanhai Guan"
desc = "With the Imperial Capital in the hands of the bandit Li Zicheng, General Wu Sangui, who was assigned the task of defending the Shanhai Pass with 200,000 troops, decided to open up the gates and ask for the Manchu's help to restore order in China. It is also said that Wu's primary motive for this act was to rescue his lover, Chen Yuanyuan, from Li's grasp."
style = 2
date = { day = 1 month = october year = 1644 }
offset = 10
deathdate = { day = 30 month = december year = 1650 }


action_a ={
name = "Open the pass"
command = { type = secedeprovince which = MCH value = 625 }
command = { type = secedeprovince which = MCH value = 626 }
command = { type = secedeprovince which = MCH value = 638 }
command = { type = secedeprovince which = MCH value = 634 }
command = { type = secedeprovince which = MCH value = 635 }
command = { type = secedeprovince which = MCH value = 636 }
command = { type = secedeprovince which = MCH value = 637 }
command = { type = secedeprovince which = MCH value = 638 }
command = { type = secedeprovince which = MCH value = 639 }
command = { type = secedeprovince which = MCH value = 640 }
command = { type = secedeprovince which = MCH value = 643 }
command = { type = secedeprovince which = MCH value = 644 }
command = { type = stability value = -6 }
}
action_b ={
name = "Better a Han bandit in Beijing than a Manchu barbarian!"
command = { type = stability value = -1 }
}
action_c ={
name = "Wu Sangui for Emperor!"
command = { type = stability value = -3 }
command = { type = independence which = WUSANGUI in Liaodong } # Because existing tag for Zhou, U13, is in Yunnan.....
command = { type = INF which = -1 value = 20000 }
command = { type = CAV which = -1 value = 10000 }
command = { type = INF which = -1 value = 20000 }
command = { type = CAV which = -1 value = 10000 }
command = { type = ART which = -1 value = 50 }
}
}

Also, we need flags for different dynsaties - Qing will continue with the dragon flag, the characters for "Zhou", "Shun" (Li Zicheng?), I think Southern Ming would still call itself Ming (just like Southern Song called itself Song), etc.
 
ptan54 said:
I would argue that the Ming should get +10 RR as a MAX, no more (remember those stupid wave of obscurantism events can pop up with +6) during the 1640s.

Manchu shouldnt inevitably become the Qing. I'd say that the player acts as the "monarch" or "administrative branch" in any EU game, and large scale corruption and incompetence (especially in a country as large as China is pretty difficult to disperse).

What we should do is have regular events knock stability down but not RR - since RR = low taxvalue = can't recruit men.

First I need to ask how the Li Zicheng rebellion is being simulated. I'd say a revolter would be best since he can claim the Crown/Title of China. If Li, at any time, controls Beijing, an event "Wu Sangui and Shanhai Guan" pops up:
this event really needs to be looked at together with other paradox events. i dont want to see wu san gui and san hai guan event poping up illogically when paradox events has already changed it to Qing dynasty, and other possible illogical things happening, etc.
ptan54 said:
Also, we need flags for different dynsaties - Qing will continue with the dragon flag, the characters for "Zhou", "Shun" (Li Zicheng?), I think Southern Ming would still call itself Ming (just like Southern Song called itself Song), etc.
we already have these, and a few events that triggers the independence of revolters. they were intended as temporary additions before full changes take place.