I like the idea, but how do you actually simulate that? Late Tang was more or less a feudal state with weak central authority, which is the exception, rather than the general trend in Chinese history. Subsequent dynasties, starting with the Song, were centralized states ran by bureaucrats. I'm already disgusted by the way the ERE's depicted in the game, they'd have to change a lot of mechanics in the game before any CK-styled game could be made about China.I would prefeer a enhacement on CKII that includes India and China, that would gave us chinese history from the late Tang to the early Ming.![]()
I like the idea, but how do you actually simulate that? Late Tang was more or less a feudal state with weak central authority, which is the exception, rather than the general trend in Chinese history. Subsequent dynasties, starting with the Song, were centralized states ran by bureaucrats. I'll already disgusted by the way the ERE's depicted in the game, they'd have to change a lot of mechanics in the game before any CK-styled game could be made about China.
Would it be possible to model something like this on the 'Born in the Purple' trait? Sons of the wife get a special trait that puts them higher in the line of succession, but the ruler can hand out an honorary title like 'Caesar' to equalize a concubine's son?For example:
Inheritance: Inheritance was Agnatic Primogenitre, but with the wife's sons taking precedence over concubines, with the possibility for rulers to bypass the rule.
This could be modeled by levy-reducing modifiers that pop up by event when a state's armies get too large.Army: Spring and Autumn armies were limited to 3 armies for major powers, 2 for medium powers, and 1 for minor states, of 12,500 people each (at least nominally).
We already have province modifiers nerfing levies from conquered provinces- you could just extend these, possibly add similar modifiers for wrong-culture provinces, etc.Army II: Spring and Autumn states operated citizen armies, in which conquered peoples and farmers were not eligible.
Add in events that trigger when levies have been raised for too long that model food shortages by reducing tax income and levies, damaging troop morale and possibly even giving characters diseases.Army III: Warring States armies were mass peasant levies and could not be raised all the time unless the country was sufficiently stocked with supplies and food.
See above. This could also be achieved by significantly increasing the costs of raising troops (so that major campaigns could only be launched after long periods of saving up).Warfare: Long term wars (~months) were impossible to finance and logistics were a massive limiting factor.
Warfare II: Spring and Autumn states were essentially city states vying for farmlands that should be won and lost at little cost (warscore).Simple enough- the contested farmlands would be low-holding counties and the city states would be holding-dense. Make the 'farmland' holdings lightly fortified, low-levy, but rich. Add in special CBs allowing quick county conquests and you're set.
Handled well by having significant improvements to cities unlocked through technology.Warfare III: Warring States states transitioned to building cities for more effective rule; control were based on whose armies were in the city.
This is true of Europe as well so it's a shame it hasn't been modeled in CK2. But, it's a relatively minor thing.Sieges I: Defenders often fortified large armies within major settlements, which were not easily taken.
Make liberal use of impassable terrain. We even have new 'chokepoint' battle mechanics that allow smaller armies to defeat larger ones in thsi kind of terrain, so it just comes down to drawing the map well.Sieges II: Mountain passes were hugely effective chokepoints that could not be easily by passed by, well, walking through them.
Appointment succession. The trick, then, is to find a way to make sure families still have 'personal holdings' so that you have a pool of actual gentry to appoint into offices and not just random courtiers who spawn at the click of a button and die childless.Administrative I: The central government ruled the country directly with appointed officials, rather than feudalism.
Administrative II: Powerful nobles existed with hereditary estates and private armies, and tried to co-opt public lands into their private domains.This is the really tricky part, and I think it could best be modeled as a distinction between feudal lands run on a more standard CK2 basis and public lands administered through something like a priesthood with free investiture. Make nobles and bureaucrats dislike each other and create various plots and CBs to encourage encroachment of lands so that rulers can have a fun time sorting it all out. They could even be barons within 'public' counties.
Reduce the regeneration rate of levies and introduce economy-damaging events that become more likely to occur as casualties are taken.Administrative III: Population was important; losses on the battlefield was expensive to replace and directly harms productoin.
I don't know this aspect very well, but do you think it could be modeled by something like the Pagan restraints on crown authority and Faction buffs? The main things you'd want to reflect here are that (1) the rulers don't have very much coercive power within their realms and (2) their subjects are more willing to resist their liege. Low authority and increased willingness to join factions seem to fit the bill.Politics: Tribal politics dominates the Spring and Autumn period especially smaller states, which constrains the ability of rulers to wage war etc.
This part is tricky, because this is basically something like suzerainty or a sphere of influence and CK2 has no such mechanic. The only solution I can see around it would be to have the minor states' titles be one tier lower than the major states and, by tweaking diplomacy, CBs, plots, and factions, make it so that these minor states are easy to vassalize but hard to dismantle, and prone to rebellion and plotting against their liege. This way you'll see the subjugated or diplo-vassalized instead of picked apart piecemeal, and even when vassalized they'll still be dangerous and unpredictable.Diplomatic: Spring and Autumn international affairs were dominated by the major states attempting to become hegemons, collecting nominally sovereign satellites.
It's true, and as much as I hate to suggest something this straightforward you could always have a 'small state' buff to garrisons and fort strength that improves the survivability of these tiny realms.Just some things off the top of my head. Some of these could be modelled, and others could be ignored. But, the inability to garrison a large citizen army of the nation at the capital, for example, means that small states could be ahistorically easily gobbled up - even if maintenance were raised to model the inability of states at the time to actually field armies for any length of time. That's not to say CK2 doesn't have a very good framework already. It definitely does. But there's limits on what you could do with modding, unfortunately.
The battle side is actually really simple to mod and there's already several mods out there that increase the importance of good generals. You just need to modify the tactics, and those are all in a single text file.it would still be hard to portray china correctly in any period of time with CK2 because ancient china had a particular importance attached to it generals, a good general at the time of the warring kingdom like sun tzu could lure and kill army's 4 to 5 time his size, while in CK2 we can't even fight a battle even number without losing terribly. Or in the period of the three kingdom liu bei 3 most trusted general were like one man army that supposedly could hold off large army's and killing 50 to 60 men on their own and CK2 just can't accurately portray that
A whole new game no, but an expansion for ck2 yes.
I really hope Paradox never makes another entire game set in Asia - judging by some of their past attempts it would be at best something short of a disaster. Hell, DW's portrayal of China and Japan especially was so moronic that I hope they never even make another Asian-themed expansion; there's only so much bastardisation one man can take.
They can always improve but for now even in EU4 asia is treated as a joke (i guess you saw the descriptions of the chinese factions >_>) . So yeah that'd be a pretty bad idea. They'd need to hire a consultant with a major in asian history or something![]()