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This is the next iteration of the asian rivers:

riversasia.png


Look the Maurya Empire. It scares me. See that I also added Gerrha in the Arabian Peninsula.

mauryasuperpower.png


If I give random resources to Indian and Chinese provinces, as well as population and population split, it becomes 100% playable. Do you want me to do this? I have no idea how will I gather this information in another way.

@lucaluca, I fused Wandu and the province west of it to make Fergana, and Chach and Bukhala are now the provinces west of Fergana.

PS: Also new backup created (first page)
 
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wow looks great:D

Maybe you could use some criteria for assigning the goods? Like look at the physical features of the province, if it's plain with a river most likely grain or wine, if it's mountain it could be stone, if it's forest wild game, desert salt, etc.
Also I think you can find some information about cities, i.e. Pataliputra I read was the biggest city in the world at that time, so it should be very populous.

Also remember India should have elephants. Maybe some new good for India and China could be created, but maybe later if you want to release a first version.

Also another important thing I'm not sure about is the path length between provinces, i.e. crossing Paraetacene = Pamir from Bactria would be almost impossible, so Bactria would be more protected from tribes than, say, Margiana, which was actually destroyed by Schytians before being rebuilt by Antiochus.
 
Looking very good!
Look the Maurya Empire. It scares me.
Me too! :p

If I give random resources to Indian and Chinese provinces, as well as population and population split, it becomes 100% playable. Do you want me to do this? I have no idea how will I gather this information in another way.
It doesn't have to be 100% random, since many trade goods are linked to the landscape. For example, you're more likely to find iron in mountainous regions, wood in forested regions, fish along the coasts, grain in river deltas etc.

Population is a bit harder, but you can always compare with the vanilla history files. A wild guess is that the provinces around Ganges where roughly as populous as the provinces around the Nile. When it comes to splits, I suppose the number of citizens should always be lower than the number of freedmen, and much lower than the number of slaves.
 
I have a few suggestions for correcting the rivers again, i'll post them later.

I was wondering, how did the Maurya Empire collapse? You could release an alpha version just to see the balance between powers, Seleucid shouldn't reach Ganges and Maurya shouldn't reach the Mediterraneum...

This is a very rough map of provinces that could be north of Persia (not very precise, if someone has a better idea please help). Here there would be the tribes of Dahae, Parni/Parthians (which were part of Dahae but started the Parthian Empire), and Chorasmii. These nomads were very strong combatants, looks like they mostly used horse archers so they should have access to wood and horse IMO. They should also be made very populous so not to be destroyed by the Seleucids right away.
aralriver3.jpg


Also if you don't have a flag for Bactria, you could use this coin from Ai Khanoum to get some ideas:
250px-AiKhanoumPlateSharp.jpg
 
The land N of Gurgan and E of the Caspian Sea should be permincog.

ehi thanks. From which map did you get this information? Just because I couldn't find any except a couple of russian maps with the name Apabarktikena.

Camara I played a bit as the Seleucid Empire (no beta patch/2.2) and noticed that:

- the pop splits in the history files are not respected (but this is true for most nations), at the start most of the citizens everywhere are converted to freemen and slaves:confused: This makes the Seleucid Empire too rich... i was getting 12 gold per month right off the bat...

- the cities names such as Alexandria Ariana are too long and end up in the culture line in the province screen... so all the Alexandrias could be called simply Alexandria (no ad Caucasum etc.), or they could all be called by the adjective (i.e. Alexandria Bucephala would become Bucephala). Alternatively they could be called A. + adjective, i.e. A.Bucephala

- some trade paths are weird... i.e. i could trade from Drapsiani to Seleucia even though there is no road in Drapsiani, and I could also trade as far as Mathura and down the Gange again with no road connection. A few provinces on the silk road couldn't trade far instead.
 
I've being working and I have now a fully playable VV 2.2 Magna Terra for 474 AVC start. All resources, population, population split, indian and chinese (+- 9 regions each) regions are now correctly available. I've played a bit with Qin and in 490 AVC almost all China is colonised, so I guess I have to slow it down a bit somehow. BTW Maurya only picked up on Indian minors, so no Seleucid-Maurya fun yet :rofl:

BTW2, now I know why you did have the weird dates: I was modding for 2.1, you probably was using 2.2 beta... In some minutes I'll upload this "1.0" version for VV 2.2.
 
uhuh congrats!:D

will try later a hand-off game as Ceylon.

Also about the colonization... as of now maybe you could just increase the barbarian power of uncolonized provinces up to something like 15-20... that would slow down the colonization and even be a threat for some time.
 
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Can't download right now, a comment about the suggested provinces north of persia above though:
Urgench (Konya-Urgench to us today) should be on the oxus, possibly as the capital of the Chorasmia province?
 
Can't download right now, a comment about the suggested provinces north of persia above though:
Urgench (Konya-Urgench to us today) should be on the oxus, possibly as the capital of the Chorasmia province?

I haven't include those provinces yet, you and lucaluca know much more than me about those territories, so reach a consensus with him :D

Sometimes I may not reply to suggestions, but I take everything posted in the thread into acount.

And again, if someone think something must be changed (even if it looks "finished"), feel free to suggest changes, nothing is definitive.
 
uhuh congrats!:D

will try later a hand-off game as Ceylon.

Also about the colonization... as of now maybe you could just increase the barbarian power of uncolonized provinces up to something like 15-20... that would slow down the colonization and even be a threat for some time.

RIMP did something to slow it down. Don't know what it was though :(

Maybe making some extra barbarian nations on the borders of the civilized world, and then heavily nerfing the civ value of the provinces. The colonization speed is one of the most annoying thingsi n EU:Rome


and nice work on the map Camara!
 
I have a map in a historical atlas of assessed population for the entire world around year 0 (every million gets one dot on the map, it turns out the ganges area is A LOT more populous than the nile area). I could probably get it scanned if you think it would help?

Also you might want to consider adding a few trade goods as you'll be expanding the map quite a lot from the Mediterranean area that the vanilla resources are meant to apply to.
 
It would be very nice if you scanned that map, yes. :)

EDIT: Had my first game with MT. It didn't crash a single time, so it has to be pretty stable. A bit slow, but I suppose that's too be expected when a whole new continent is added. ;) I'm not used to the scale yet, so it feels like I'm marching around with king kong units. Doesn't have to a bad thing, though. :p I do miss the movements arrows filling up slowly, but well, I can live without them. It's a very awesome mod, and I look forward to launching a campaign as one of the Chinese kingdoms in the weekend. Cheers!
 
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Good work! :)

There are so much things to say about toponymy; be careful about anachronisms and, IMHO, give greater importance to more "durable" province names than a possibly ephemeral city name. As you know, during the ancient times, in many areas the cities had been destroyed or lost their preponderance at the advantage of another neighbouring city.
Your map may thus be more long-lasting and suited for a longest game period by naming the provinces after a mountain, river, lake, marsh, desert, forest or a (long-live attested) classical region name.

Did you consider to represent some impassable borders (in the Alps, Pyrenees, Balkans, Zagros, Caucasus, Himalaya moutains, etc...) with little PTIs?
 
I'm now doing history, as of now I added 3 countries, the blobs below:

blobs.png


The dark blue is Greco-Bactria, the brown one is Indo-Grecia and the orange one is Han.

Flag details

flagsu.png

hana.png


There are so much things to say about toponymy; be careful about anachronisms and, IMHO, give greater importance to more "durable" province names than a possibly ephemeral city name. As you know, during the ancient times, in many areas the cities had been destroyed or lost their preponderance at the advantage of another neighbouring city.
Your map may thus be more long-lasting and suited for a longest game period by naming the provinces after a mountain, river, lake, marsh, desert, forest or a (long-live attested) classical region name.

The problem is that provinces are more than rivers, mountains, etc, and the names probably changed too, but anyway thanks for the advice.

Did you consider to represent some impassable borders (in the Alps, Pyrenees, Balkans, Zagros, Caucasus, Himalaya moutains, etc...) with little PTIs?

I don't know yet, probably not in Europe.