Dev Diary 17: Marching Towards Rome
It's been a while, so time for another DD. We’re touching on some map changes for 0.1.6, focusing on areas away from Rome since Roads to Power overhauled the Greco-Roman regions.
I want to give a special thanks to Tawani of Cultures Expanded, who provided some useful feedback.
Standard Warning: As always, everything featured here can be completely changed or even removed before release. Also, these images were complied over an extended period of time, so there’s some slight differences between a few; consider it a glimpse into the modding process.
Ērān and Anērān
With PDX’s next DLC pretty much making any Roman-related work a fool’s errand, we’ve turned our attention first to Iran, the other Empire.
Makran
First, looking towards Southeast
Eran, we can see things look
very different. Yes, we know this looks a lot like what you see in Cultures Expanded, but this is mostly a case of convergent evolution from a limited set of sources; we’ve already spoken with them about it.
Indo-Parthian was a placeholder culture and one that did not make much sense, so we’ve been hard at work cleaning up the region with more accurate historical cultures (where possible). So now we have added the Meds, the Jats, and the Qiqanans, all of whom played a role in the eventual Islamic conquest of Sindh.
The Meds... the pirates of the Arabian Sea
The Jats and Qianans...
The remaining culture is Dranganain, which, unfortunately, remains a placeholder for the various tribal proto-Baloch Northwest Iranian speakers in the region; the history of Balochistan before Islam is unfortunately poorly documented, so we have to reach back to the Dranganians for a name, but oh well.
During the Sassanian Period, Middle Persian was already displacing Parthian in Northwest Iran. To that end, we’ve added Seyansihi culture, representing the proto-Dari/Tajik/Khorasani culture in the region. Thankfully, PDX has an effect that’ll let us rename the culture to Khorasani or Tajik when it would be appropriate. Eventually. You know, when we to the VIIth Century and [REDACTED] happens.
Also, Hind was probably still a part of Persia until sometime after Peroz I’s death, so the poorly attested Rai dynasty remains subordinate to Ranaditya in 476.
Transcaucasia
Transcaucasia, naturally, also went under review, as it was the flash point between Rome and Persia. First things first, we reviewed the county map and made some alterations, for both historical and economic reasons. The overly large counties of Aghwank have been broken up into more, smaller counties and some borders have been moved around.
There’s a few major changes here: Khachan has been split into Gardman and Artsakh, Aran has been moved to a more accurate location, and we’ve added Maskut as a separate county. This will hopefully make Caucasian Albania less economically overpowered in the future. Additionally, we’ve made a few minor improvements to history; Gardman is a part of Caucasian Albania, as it was ceded to it in the Peace of Acilisene in 387. With Albania being kingless, this necessitated making the Mihranids of Gardman counts, but they still control Gardman proper.
Doing more reading left us with a few minor areas of concern: Maskut and Balasagan. The former was of some import, as it was the main way by which Huns would raid Transcaucasia. Unfortunately, the history of that region is incredibly scant, and after review options, we made Maskut Mazdayasna Persian, in anticipation of the later Tats that would occupy that region.
The other issue was Balasakan. By the Late Antique period, the Caspians were gone, but few records remain of the people living in the region; Kartir would call the region Iranian, but Shapur II would say the opposite. To make it Albanian seems likewise incorrect; it was not tied politically to Albania and Balasakan was a target of missionary activity by the Albanian Church as late as the IXth century, with references to Mazdan-influenced paganism. After some consideration, we created Balaskan a Caucasian heritage, Adharic speaking culture to model the complicated cultural identity of the region, with both Strong Believers and Religion Blending Traditions, complimenting the complicated religious of the region during the period.
So here’s the changes to Transcaucasia, culturally and religiously.
Still some pagans and Mazdans, just in time for a certain future king to clamp down on them...
Asoristan and Oriens
Naturally, we couldn’t stop at just Transcausasia, so we had the opportunity to look more deeply at Oriens and Asoristan. This is a big section, so we’ll talk about culture and religion in separate sections.
Cultural
One of the biggest current issues with the region is the giant blob of Aramean with Assyrian poking in the middle. As always, the exact nature of ethnic identities was fluid 1500 years ago, and that is only exacerbated with current political considerations. After weighing our options, we elected to split the Aramaic blob (patent pending) into two parts for a number of reasons.
1. We want to keep a separate Assyrian identity for the north, even though that’s not necessarily how the groups would have viewed each other.
2. There were clearly some stark differences between each part; in South Asoristan, there were a multitude of religions in the Vth Century through the Islamic period, including Manicheanism, Mandeanism, Mesopotamian Paganism, Christianity, and Judaism. While Paganism remained extant in northern Asoristan as well, the sheer variety of
religions (in the CK3 sense) wasn’t matched elsewhere in the general Aramaic culture space.
3. Under Roman domination, the Syrians adopted Christianity, but remained steadfastly split into a number of groups, divided by liturgy and Christology.
4. The Aramaic speakers spanned a number of terrain types, principally drylands and floodplains, and it seemed incorrect to make them all be tied to just one or use two whole tradition slots for both the drylands and floodplains.
So, we decided to make Aramean a dead parent culture for what was the old, giant Aramean blob, which has been split into Syriac and Chaldean.
Syriac represents the Arameans who lived under Roman influence who eventually adopted West Syriac liturgies of varying Christologies. We made Syriac and Greek/Aramean hybrid to hopefully discourage hybridization between the two, as the Syriac identity remained strong until Arabization occurred under the Islamic Empires.
Chaldean
(A/N: I’m open to better names, but I want to avoid using some variant of Aramean) represents the Arameans of the rich floodplains of Southern Asoristan. Here, they are different than their co-culturalists in Rome, having admixed with the old Babylonian peoples. To reflect the religious diversity, they are both Strong Believers and Religion Blending, reflecting both the diversity of the region as well as the long-term survival of its various faiths.
The old Aramean blobs both have “Aramean Traditions”, giving them access to the Ancient Urbanites innovation and mimicking some of the effects of “Loyal Subjects”. To make the Assyrian difference more apparent, it has some features of “Loyal Subjects” as well as “Hereditary Hierarchy”, and the features it gets from “Loyal Subjects” is somewhat different. All three groups, however, have a higher baseline acceptance with one another, like the Greco-Roman traditions do, although the baseline effect is even higher; that baseline acceptance is our attempt to model the cultural differences between the groups while simultaneously allowing them to view each other as the “same” culture.
Sharp eyed readers will notice that there’s no Helleno-Aramean anymore. After discussion, we decided that CK3 has made its historical role superfluous and its actual map presence incorrect, so we’ve removed it from the game. You’ll also note that Cyprus is not Helleno-Aramean anymore, but Cypriot. In order to interface with the autocephaly mechanics, as the Church of Cyprus was autocephalous in the Late Vth Century.
In addition, with the work we’ve done on on Oriens, we’ve elected to tweak the Israelite cultures a bit. Hebrew has been relocalized to “Israelite” and is a dead culture in 476. It instead has two child cultures in Palestine: Samaritan and Judean, both of which now speak Aramaic instead of Hebrew. We do this to better model the split between the Samaritans and the Jews by this point in history, so that Samaritanism remains an Ethnic Religion but does not admix with Rabbinism and to give the Samaritans a bit of a more militaristic streak, in line with the Samaritan Revolts that occurred during the late Vth and VIth centuries.
If you get two Jewish cultures together, you'll get three... somethings.
Finally, after some discussion with RICE, we’ve imported Elymaean from RICE to mode the remnant Elymaean culture that like contributed to Khuzi in the Islamic period.
Other Minor Changes
- Renaming “Helleno-Libyan” to “Cyrenaican”
- Revamping minority locations and distributions
- Made Urmia Assyrian
Religion
Religion has undergone some noticeable changes, although not as extensive as culture. Here’s a quick overview of the religion changes.
In Oriens, not
too much has changed. The Autocephalous Cypriot Church has been added and Ebionite has been moved to the Trans-Jordan based on some scant Patristic sources from the period, but pretty much little else has changed. Oh, but the Ebionites are vegetarians now, so that’s something to note.
In Asoristan, you’ll note Ashurism is no longer present. That’s because by the Vth Century, the old more-distinct Ashurian faith had been subsumed into the more general Assyro-Babylonian religious complex, which was
slightly less warmongering. So we’ve add Anunnakist to model the later religious milieu of Assyro-Babylonian paganism (which was both polytheistic in general and monolatrist in behavior and thus has no Head of Faith). Ashurism remains in game for those that want to try and resurrect the old Assyrian Empire.
Cyberxkhan has also been kind enough to let us use two religions from RICE: Mehrism and Shamsi Paganism. These have a place in WtWSMS, the former modeling the Pre-Zoroastrian religion of the Persians (much better than my bland “Iranian Paganism”) and the later to be a particular difficult to dislodge piece of disorganized Mesopotamian Paganism.
As you can see from the map, the religious diversity (in the CK3 sense) of the south is a stark contrast to North Asoristan or Oriens.
We’ve also touched up the Maronites a bit, replacing the “Communion” Tenet with the “Acesticism” tenet, in line with the origins of the Maronite Church beginning with Saint Maron, the hermit, and changed their orientation from “Fundamentalist” to “Righteous”.
Finally, we’ve adjusted the location of Takht-e Soleymān to Shiz; one of the more likely locations of the Great Fire.
Finally, there’s been a slight modification of some counties in south Asoristan, to better model the Wall of the Arabs, the Sassanian defensive line west of the Euphrates, and to follow the river boundaries a bit more. Of particular note is Al-Hilla is now part of Batiha proper, instead of being part of the Wall of the Arabs.
In Oriens, we’ve modified the duchy and county boundaries a bit in line with our changes to cultures and faiths. Namely, we’ve made enough room to put Palestina Secunda on the map, separate from Palestina Prima. Additionally, the boundaries of the duchies were moved slightly in Oriens to better match history.
Northwest Africa
The other region having received some attention is Northwest Africa. It even starts with a new, sexy bookmark, titled (creatively) “Vandals, Romans, and Moors”!
The region needed some extensive attention; while it is likely that all of the post-Roman polities covered in Courtois' "Les Vandales et l'Afrique" existed in some form during the period, not all of them were extant at the same time (Cabaon stands out in this respect, not possibly being extant before the early VIth century). As such, we went through the
Prosopography of the Later Roman Empire and tried to make improvements.
Before maps, I’ll make two notes:
- We did presume Masuna and Massonas were the same person, but one can argue they were different.
- We presumed that Altava had suzerainty over Ouarsenis and Hodna until the 570s, but that might not have been the case.
With that in mind, let’s take a look at the new political map:
First, you can note that some of the polities closest to the Vandals are tributaries under them. Based on what is known of Vandal-Amazigh relations, this sort of relationship probably best models the tensions between the Vandals and the Amazigh at the time, with Auresia, Sicca Veneria, and Capsa tributaries. Nemenchia is a tribal confederation and was left free, being too poor and unimportant for the Vandals to dominate.
Sharp-eyed readers will not that Sicca Veneria has moved; we’ve made a number of improvements to the region to better model the polities’ locations from “Les Vandales et l’Afrique”.
Masties of Auresia would go on to lead an Amazigh revolt against the Vandals in the 470s and eventually claim the title Imperator, so he starts as a lowly duke, as most of the Post-Roman states do, but has a decision to become a Kingdom cheaply, like the Albanians of the Caucasus do.
To the east, the Mauro-Roman Kingdom exists, under the domination of Altava. We took some time and better delineated where the Ouranesis and Hodna borders would be, so now Caesarea is a port for the Vandals, like history.
All the Post-Roman states are some sort of advanced (or semi-advanced) government, excepting Nemenchia, with only Aures and Altava being Sub-Roman; those two states were the only ones, to our knowledge, that made even token efforts to continue the Roman legacy, and such have that government. The others are High Tribals, and all of them are ruled by Amazigh culture leaders, not Romano-Africans (more on that later).
Religiously, the primary change is making Donatism a more Amazigh phenomenon, as it seemed to be by the late Vth century. It’s not to say that Donatism doesn’t exist elsewhere in Romano-African lands, just that it’s not a majority in Romano-African counties; instead, to represent that lasting presence we instead compensated for the removal with substantial minorities in the provinces where Donatists are attested.
Culture, however is a more complicated thing; the CK3 mechanics, tying technology (and thus government) to culture does make things… interesting. So we went back and forth and eventually decided to overhaul cultural relations.
Romanization of the countryside of Africa was rather sparse, so beyond Lambese, Constantine, Tabassa, and Sufes, it is a strictly coastal phenomenon. As the Punics were primarily urban dwellers, we made the Romano-Africans a Roman-Punic hybrid without Numidian admixture.
Likewise, the Punics received a touch up, emphasizing their historical republicanism and attested longevity after the loss of Qart-hadasht, possibly as late as the IXth Century AD. It combines some features of Staunch Taditionalists and Legalism, with a bonus towards development and unlocks the “Ancient Urbanites” innovation, enabling city building before the Early Middle Ages.
For the Amaizgh, it gets more complicated. We first scrapped the multitude of Amazigh cultures, as it represents much later linguistic diversification and we want to move away from “Culture==Language” in CK3 (We’ve elected to save those culture names for divergent Amazigh cultures). That still leaves us with some difficulties.
We elected to make Gaetulian as the progenitor culture for the Northwest African Punics and made Numidian a Punic/Gaetulian Hybrid. This lets the Numidians represent the more sedentary Amazigh peoples that built the Numidian polities. To the further west are the Mauri, who are a divergent culture from Gaetulian.
This still leaves complications; there was a continuity between the Numidians and later Amazigh in the region, but ethnic identities were rather fluid. Making things more difficult, the term “Moor” was used often as self-identification for Amazigh (and that writing there is tends to be in Latin, for which Moor referred to pretty much all non-Romans in Northwest Africa). Yet, we don’t want to make the Mauri and post-Numidians the same culture because of game mechanics. Ultimately, we decided on making a new culture, Mauritanian, to represent the partially Romanized Numidians of the Late Antique period, when Northern Amazigh language began to fracture.
Mauratanian is a hybrid of Romano-African and Numidian, and thus will prevent Romano-Africans from hybridizing with them, regardless if Masties throws off the Vandal yoke or the Romano-Africans slay the Vandal oppressors. This particular side effect was desirable, but it does leave us with the issue of introducing somewhat artificial divisions between peoples who viewed themselves as more-or-less a single “culture”.
Enter the “Autochthonous Identity” tradition.
Like the Greco-Roman traditions or the Aramean/Assyrian traditions, it increase the cultural baseline acceptance between cultures sharing the tradition. By this mechanic we can introduce a sense of shared cultural identity between cultures we must split for the purpose of game mechanics. The Gaetulians, Mauritanians, Numidians, Mauri, and Libyans have it at start. To encourage cultural fluidity among the Amazigh, it also unlocks the ability to diverge cultures
even if you are the Culture Head, in a break from the rest of
WtWSMS culture effects.
It also lets us segue into a discussion of a new, Amazigh-centric succession law.
Amazigh Tribal confederations tend to be both static and dynamic; they’d combine more-or-less the same sub-tribes for a specific purpose, such as defense or conquest, then melt away afterwards. CK3 does not provide use good tools for modeling such dynamics and we didn’t want to break up confederations either. Enter this new succession law.
It is very similar to tribal succession with three major differences: vassals contribute more levies, the title allegiance opinion is higher, and there’s a strong bias against kin of the current ruler of the confederation in succession.
Your going to need to use some hooks to keep yourself running the show...
This will cause the top level title to bounce around the Confederation, which should discourage blobbing; cultures with “Autochthonous Identity” must use this title succession for Kingdoms and Empires during the Tribal Era, so even large confederations like the Laguantans should expand too much.
The Laguantan Confederation was expanded to its more historic extents, being a moderate threat to Vandal power in Tripoli.
The last major Amazigh culture that got an overhaul are the Garamantes. We removed “Qanat Irrigation” as an innovation and replaced it with “
Foggara Builders”, for somewhat similar effects to Irrigation Experts in Legacy of Persia.
Additionally, with the CK3 map being what it is, Garmantian blobbing is less of a threat, so they’ve been unified under a single duchy now.
And with the changes to Gurzilism in CK3, there was no more reason to have the Garamantians be Kemetic, so both the Libyans and Garamantians are Gurzilists.
Other Changes
- The Roman presence in Tingtiana was changed to be Romano-Hispanic, in line with the region being more tied to Hispania than Carthage.
Mechanics and Improvements
Well that’s exciting! What else is the team doing? Well, most of that is close to the chest, but I will note some other tweaks:
Minimal Speed for Conversion: We’ve added a minimal speed for conversion council tasks, so now trying to convert Ethnic Religions with Chthonic Redoubts will be
possible. We cap the minimal value such that it will take approximately 50 years at the worst, no matter how illiterate your chaplain, how low your fervor is, and how high theirs is.
Senators Spawn Occasionally: We’ve added on actions to periodically spawn new Senators on a semi-frequent basis, so you should find it a little easier to keep the Senates alive so long as Roman governments hold Rome/Constantinople.
Major Migrations Damage Development and Flip Holdings: Successful Major Migrations have a chance of damaging development when titles are seized and the degree of damage is influenced by by the size of the resultant minority in the county. Additionally, Major Migrations have a chance of converting castle holdings to tribal holdings if the development is low enough. These odds are influenced by the number of tribal innovations a culture possesses, with Writing and Social Stratification being the most crucial of innovations.
@pdxDevs: We wanted to be able to remove holdings, but that function appears broken at the moment; might be useful to look into fixing that.
Major Wars: We’ve added a new concept called
Major Wars, which represent particularly damaging wars of great consequence. During
Major Wars, county occupation damages development. We hope to build on and extend this concept in future versions.
Modified Culture Hybridization Costs: Cultural hybridization is 200%, 100%, and 50% more expensive, depending on if the two cultures share a Kulturbund, Heritage Group, or Heritage Family.
Faith Icons: We’ve been giving Faith Icons an overhaul. AlphaQmaster on Steam has been kind enough to let us use some of his icons, which help replace some of our… less than desirable icons. Additionally, we’ve been overhauling the remainder to at least make them… not so terrible; for example, while the Hypsisterian icon isn’t fundamentally changing, it at least looks a bit better.
Plan Forward
We have no set date for when 0.1.6 will drop, other than we'll have some compatches between now and then. We have absolutely
no ETA on when we can start using the features of Roads to Power,
so don’t ask; I’m thinking weeks to months, considering everything else in the pipeline. So Administrative Rome/Persia will have to wait for a while. Sorry, but thems the breaks.
They say brevity is the soul of whit, and here I’ve gone and written over 3500 words. So I’ll stop here.