Is there any hope for 1.20 China Patch?

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Grand Historian

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If you go through previous posts by me you'll see we have commented on Asian things before (and if you go really far back to before I started working here and was still a modder you might find I have a real soft spot for Asian history ;) ).

To sidetrack for a second, what are your thoughts on what can be done to give Sikhism a mechanic? I don't think I've seen any suggestions on how to do it on the forums.
 
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Oh, I'm not disputing that Japan wasn't a major firearms producer during the late Sengoku Era - in fact, it had the highest number of firearms per capita during the Imjin War, some manufactured in Japan, some imported.

But then the Tokugawa took over and Japan became backwater and isolationist again.


True, but the fun of EU4 is to be able to take, for example, Japan and continue on the pace that it had under Hideyoshi for example.
 

Grand Historian

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True, but the fun of EU4 is to be able to take, for example, Japan and continue on the pace that it had under Hideyoshi for example.

Yes, as playing the route the Tokugawa went would be beyond maddening - but to play Hideyoshi's/Nobunaga's route, one would have to follow up with their policies, which meant a break with tradition and stronger ties with the west.
 

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The thread title makes this impossible to reply to in a meaningful way as I couldn't comment on what next patch is or what it is not. It's something that we try to never do as it makes people assume things. I will make a general reply about Asia though:

If you go through previous posts by me you'll see we have commented on Asian things before (and if you go really far back to before I started working here and was still a modder you might find I have a real soft spot for Asian history ;) ).
All I will say is that we hope to make every corner of the world more flavorful and accurate at some point (but the world has many corners!) and if people think the time the Danish events took to make for 1.19 was anywhere near an Asian overhaul they'd be quite mistaken :p
I won't and couldn't say exactly when we will get to a particular part of the world though :)
Senpai noticed us ^_^
Note to self: make future thread titles more appealing for Senpai
 
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Yes, as playing the route the Tokugawa went would be beyond maddening - but to play Hideyoshi's/Nobunaga's route, one would have to follow up with their policies, which meant a break with tradition and stronger ties with the west.
Well, the Tokugawa route would be a long 5 speed game. But for now, going for an ''open Japan'' is awkward.
 

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University gives -20% Development Cost - seems like local education represents development.

Farmlands and Grasslands are easier to develop than Deserts and Mountains - seems like terrain factors into it. Nevermind many NI sets that mention developing the land in their ideas that give bonuses to development cost, like Netherland's Polders and Ajuuraan's Hydraulic Empire.

Mechanical Power plays a massive part in production, being far more efficient than human power. I don't think you are going to be contesting that Development doesn't cover production.

I also don't think you're going to contest that population also factors into starting development.

Given that the finisher for Economics gives -20% Development cost as well - attained right after unlocking Smithian Economics - it does indeed seem that development also represents social mobility and the opportunities from it.

I understand development as the game represents it; if certain policies/buildings/ideas give bonuses to development cost, or certain regions have high development, there's a reason for it and usually a good one.
Given that Ming had imperial examination that allows commoners enter the government, and that educated people are generally respected in China during Ming and Qing, I would argue that factoring local education in is only going to further increase the development of China....
 
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Given that Ming had imperial examination that allows commoners enter the government, and that educated people are generally respected in China during Ming and Qing, I would argue that factoring local education in is only going to further increase the development of China....

I'm all about talking about history, especially Chinese history, but your reply is very inaccurate. It cost money to become literate in China (or anywhere for the majority of history) and scholars were celebrated, but very rare. "Local Education" is a joke in any area of the world during EU4's time span. China had a huge illiteracy problem even into the 20th century. It wasn't any better during the 15th century.
 
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Japan could have a new system where foreign powers could support different Daimyos with tech sharing and such that could result in more diversity in Japan's representation.
 
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Grand Historian

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Well, the Tokugawa route would be a long 5 speed game. But for now, going for an ''open Japan'' is awkward.

Do you mean mechanically or historically?

Given that Ming had imperial examination that allows commoners enter the government, and that educated people are generally respected in China during Ming and Qing, I would argue that factoring local education in is only going to further increase the development of China....

The Examinations and Civil Service in China were dominated by a de facto aristocracy and nepotism - there was no such bar in European Education. Secondly, Education in Europe was not created solely for the service of the state, which the Imperial Examinations were - that is not going to create a large pool of talented or educated workers or inventors, but Confucian bureaucrats who look down upon the "vulgar practices of younger generations" and obsess over traditional knowledge and practices.
 
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East Asia needs a lot of love.

Would love a Japan and China HRE.
It would be the easiest solution since there are already HRE mechanics.
It would be the easiest way to balance both and to give both their Ludacris ammount of IRL development.
China is 1 big derp blob and japan unites a bit to fast.
Uniting Japan should be like forming HRE or early Germany.
Should be hard to do, but rightfully earned OPness if you pull it off.


PS,Do appreciate the devs posting.
 
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East Asia needs a lot of love.

Would love a Japan and China HRE.
It would be the easiest solution since there are already HRE mechanics.
It would be the easiest way to balance both and to give both their Ludacris ammount of IRL development.
China is 1 big derp blob and japan unites a bit to fast.
Uniting Japan should be like forming HRE or early Germany.
Should be hard to do, but rightfully earned OPness if you pull it off.


PS,Do appreciate the devs posting.
Japan ok(more or less), but why China? Is 0% historical, it´s more historical to have them have less development than Germany at this point.
 
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Grand Historian

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East Asia needs a lot of love.

Would love a Japan and China HRE.
It would be the easiest solution since there are already HRE mechanics.
It would be the easiest way to balance both and to give both their Ludacris ammount of IRL development.

This probably would have been accomplished a while back by modders, but I believe there's a hardcap on the number of HREs allowed in the world; game won't work if an HRE mechanic exists in Germany and another one in China at the same time.

PS,Do appreciate the devs posting.

Mhm, Trin always comes through.
 
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I bet this is a subtle way to confirm 1.20 is a East Asia overhaul.
Since he didn't deny it, thatmust mean it's true :p
 
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I´m curious what people mean by Chinese HRE? How would it work and what basis do you have for it?

I expect some people have different ideas but essentially: split it up into administrative divisions. Not totally historical, but an argument could be made there too- China didn't have the same style of bureaucracy of the later game Early Modern empires, so it could represent a relative level of decentralization different from what the game normally represents. Then the divisions + emperor are under an HRE style system where they can't attack each other.

Then it's the emperor's job to pass centralization reforms to centralize China, just like the HRE reforms, where at the end it gets to absorb the administrative divisions and turn into a conventional unified monarchy.

-------

that's the gist of it, but if you'll forgive me rambling, I've given this a bit of thought (keep in mind other people have lots of other totally different and potentially better ideas too):

For my idea, Ming starts at a middle level of centralization, where the divisions can't attack each other. Based on filling out a bar like Imperial Authority in the HRE (call it Mandate of Heaven!), the centralization level can go up, to unification at the top- but also down, to a point where the divisions can attack each other, and finally where they get total independence at the lowest level (there could be a lot more levels in between though).

How you get more (or less) Mandate to pass reforms with could be on the one hand out of the player's control, from all sorts of things- events, stability, legitimacy. If you lose in a war, you take a big hit, and so on. But on the other hand, there's another part where it is in your control, and this would be the gist of what you'd do when playing China- interacting with your neighbors by expanding, and maintaining, a tributary system.

See I think one of the central things this system should accomplish is to stop China from being able to blob all over Asia- but it's really hard to do that without also taking out war, which makes for an extremely boring game. So with this idea, rather than wars of conquest where you take land, you as China go on wars to bring neighbors into your tributary system. At significant warscore (maybe even 100%), you get to offer a peace deal where they become a tributary, at which point they contribute a slow tick to your Mandate of Heaven bar. How much would depend on their size- subjugating Hsenwi and Ryukyu for instance could give you a tick so small it would take centuries to pass a single reform. But if you added in Korea, Japan, and Mongolia, you could maybe do it in a couple of decades or so (or it could take way more than that, these are just loose numbers).

So by warring and adding neighbors to your tributary system, you can pass reforms and centralize China. Directly taking land should be banned, or at least prohibitive- that's half the point of the system; say for every province you take directly, you lose 10% from your Mandate of Heaven bar? (this way you could still neaten up your borders but not go wild). To keep it from having you do mega-warring for the first reform you pass and then just sitting there after as the Mandate bar passively ticks up, maybe all subjects break free each time you centralize (.. sickened by your abandonment of traditional Confucian values? :confused: I'm sure you could find a historical justification)- or maybe it just takes way way more subjects to pass the later reforms. Alternatively you could just have each subject grant a lump sum to your Mandate upfront and nothing thereafter.


A couple of other notes: tributaries should give Mandate, maybe trade power, but nothing else. Chinese tributaries didn't actually give one-sided tribute, it was a mutual thing- they would send a mission to China, China would give them something in return. Often (as in Korea's case a lot) what they got in return was actually more valuable than what they gave.

Also, obviously I think banning tributaries from fighting each other would make the East Asian game extremely stagnant, so instead of that I'd say something like... China gets a big mandate drain for tributaries at war with each other? It can resolve this by intervening in the defender's side, or when one of its tributaries is attacked (like in the Imjin War). Naturally being World-Police and intervening in all these conflicts should give a China player something to do.

I hope I explained that well enough, it's been floating around my head for a while. At the end of the day I'm sure there are lots of good solutions, some that don't involve splitting up China- but I really think there needs to be something that achieves the Sino-centric world that East Asia was in the period, stops Ming from blobbing like crazy, and lets you give them their historical power without making them OP. I think this does all 3. Thanks for reading! :)
 
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I expect some people have different ideas but essentially: split it up into administrative divisions. Not totally historical, but an argument could be made there too- China didn't have the same style of bureaucracy of the later game Early Modern empires, so it could represent a relative level of decentralization different from what the game normally represents. Then the divisions + emperor are under an HRE style system where they can't attack each other.

Then it's the emperor's job to pass centralization reforms to centralize China, just like the HRE reforms, where at the end it gets to absorb the administrative divisions and turn into a conventional unified monarchy.
But thing is, China is quite centralized already. Treating it like CK2 is just out of place. People downvoted me before, but I will say it again. Is better to leave China with the current development instead of putting filler nation there that are totally out of place. Building such a system would undermine the historical accuracy of the 1444 start a lot. Is not like there aren´t any other way.

A couple of other notes: tributaries should give Mandate, maybe trade power, but nothing else. Chinese tributaries didn't actually give one-sided tribute, it was a mutual thing- they would send a mission to China, China would give them something in return. Often (as in Korea's case a lot) what they got in return was actually more valuable than what they gave.

Also, obviously I think banning tributaries from fighting each other would make the East Asian game extremely stagnant, so instead of that I'd say something like... China gets a big mandate drain for tributaries at war with each other? It can resolve this by intervening in the defender's side, or when one of its tributaries is attacked (like in the Imjin War). Naturally being World-Police and intervening in all these conflicts should give a China player something to do.
It would be interesting if like Ming paid money and maybe some other price while gaining some buffs in return, not too strong and surely not something that would give them a bigger income but something related to their religion, legitimacy, prestige or tech/idea cost.

Nah, I don´t think China demanded that much from not neighbouring tributaries, and I don´t see them really being willing to go that far as to stop internal rivalries. Korea was a neighbour basically and Hideyoshi went as far as to say he was going to take over China.




I will give my idea on what to do with China:

First of all, what we need? China to stay around their border and not expand too much usually, we need a monarch point sink for them and also a money sink. We also need stronger neighbours.

My suggestion:

  • Make Manchurian and Mongo-turkics stronger, at least militarily. Doubling China development it would mean it could easily have 120k troops at the start.
  • Create a land raid system(I think there is one in CK2, I dunno), Ming has to not mothball their northern forts for that not to happen. There is a money sink.
  • China owning a lot of land outside the 2 culture groups it controls at the start would fire Dutch revolt like events. Especially Mongol land, it should be uncontrollable, undefendable and unprofitable. While China permanently defeated Nomads by now, it will have difficulties on their terrain and land. Stronger neighbours.
  • China should receive many pirate raids and activity all around its coast, trade income should be very low. Another money sink
  • Gaining institution by development should be harder, Colonialism should also frankly require some effort on the Asian part and Alaska(and Canada and Eastern US Coast) shouldn´t count. It´s just stupid from a gameplay and historical PoV. Otherwise China just steamrolls(I´m thinking it as a player, the AI would not do this ofc). Mana sink.
  • To maintain the mandate China has to use money, diplomacy and mana to deal with its tributaries, from giving gift to demanding tributes. Mana and money sink.
  • The faction system should be a first past the post, they could be mixed with Estates. It also should cost more point and it should be slower and more meaningful to change faction. Eunuchs, bureaucrats, officials, nobles, merchants. Just make you immerge in the vast internal politics of such a big country. Time sink, with also money and mana in it.
  • Harem system could make sense, not sure how different from the Ottoman one. Time sink.
  • Confucianis should be mixed with the Mandate system, like with Hindu or Protestantism(as far as I recmall) you can choose aspects or syncretic religions or philosophies, they would have effect on the faction system and on general stuff.
  • Some wasteland to separate parts of Burma and Tibet from China.
All in all you should play the game diplomatically and internally with mainly a defensive stanch against the North, you should be able to expand but with repercussions and difficulties.

Basically you have:

  • Land raids
  • Naval raids and piracy
  • Internal faction and estate system
  • Harem system(if it makes sense)
  • Mandate system
  • Tributaries system
  • Confucianism

Is this enough?
 
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I expect some people have different ideas but essentially: split it up into administrative divisions. Not totally historical, but an argument could be made there too- China didn't have the same style of bureaucracy of the later game Early Modern empires, so it could represent a relative level of decentralization different from what the game normally represents. Then the divisions + emperor are under an HRE style system where they can't attack each other.

Then it's the emperor's job to pass centralization reforms to centralize China, just like the HRE reforms, where at the end it gets to absorb the administrative divisions and turn into a conventional unified monarchy.

-------

that's the gist of it, but if you'll forgive me rambling, I've given this a bit of thought (keep in mind other people have lots of other totally different and potentially better ideas too):

For my idea, Ming starts at a middle level of centralization, where the divisions can't attack each other. Based on filling out a bar like Imperial Authority in the HRE (call it Mandate of Heaven!), the centralization level can go up, to unification at the top- but also down, to a point where the divisions can attack each other, and finally where they get total independence at the lowest level (there could be a lot more levels in between though).

How you get more (or less) Mandate to pass reforms with could be on the one hand out of the player's control, from all sorts of things- events, stability, legitimacy. If you lose in a war, you take a big hit, and so on. But on the other hand, there's another part where it is in your control, and this would be the gist of what you'd do when playing China- interacting with your neighbors by expanding, and maintaining, a tributary system.

See I think one of the central things this system should accomplish is to stop China from being able to blob all over Asia- but it's really hard to do that without also taking out war, which makes for an extremely boring game. So with this idea, rather than wars of conquest where you take land, you as China go on wars to bring neighbors into your tributary system. At significant warscore (maybe even 100%), you get to offer a peace deal where they become a tributary, at which point they contribute a slow tick to your Mandate of Heaven bar. How much would depend on their size- subjugating Hsenwi and Ryukyu for instance could give you a tick so small it would take centuries to pass a single reform. But if you added in Korea, Japan, and Mongolia, you could maybe do it in a couple of decades or so (or it could take way more than that, these are just loose numbers).

So by warring and adding neighbors to your tributary system, you can pass reforms and centralize China. Directly taking land should be banned, or at least prohibitive- that's half the point of the system; say for every province you take directly, you lose 10% from your Mandate of Heaven bar? (this way you could still neaten up your borders but not go wild). To keep it from having you do mega-warring for the first reform you pass and then just sitting there after as the Mandate bar passively ticks up, maybe all subjects break free each time you centralize (.. sickened by your abandonment of traditional Confucian values? :confused: I'm sure you could find a historical justification)- or maybe it just takes way way more subjects to pass the later reforms. Alternatively you could just have each subject grant a lump sum to your Mandate upfront and nothing thereafter.


A couple of other notes: tributaries should give Mandate, maybe trade power, but nothing else. Chinese tributaries didn't actually give one-sided tribute, it was a mutual thing- they would send a mission to China, China would give them something in return. Often (as in Korea's case a lot) what they got in return was actually more valuable than what they gave.

Also, obviously I think banning tributaries from fighting each other would make the East Asian game extremely stagnant, so instead of that I'd say something like... China gets a big mandate drain for tributaries at war with each other? It can resolve this by intervening in the defender's side, or when one of its tributaries is attacked (like in the Imjin War). Naturally being World-Police and intervening in all these conflicts should give a China player something to do.

I hope I explained that well enough, it's been floating around my head for a while. At the end of the day I'm sure there are lots of good solutions, some that don't involve splitting up China- but I really think there needs to be something that achieves the Sino-centric world that East Asia was in the period, stops Ming from blobbing like crazy, and lets you give them their historical power without making them OP. I think this does all 3. Thanks for reading! :)

Yes, this is similar to what I had in mind too. I would add that it should be possible for outside forces like the Manchu to claim the Mandate of Heaven and take control of the empire for themselves. Perhaps even for any eastern religious nation, if we want an alternate history.
 
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To sidetrack for a second, what are your thoughts on what can be done to give Sikhism a mechanic? I don't think I've seen any suggestions on how to do it on the forums.
I have some ideas, but I don't know enough about EUIV to be sure they wouldn't cause serious balance issues.

My first idea would be to have a 'Martyrdom Tradition' counter, which basically functions like a reverse of war exhaustion. The more casualties a Sikh country takes in a war, the more the Martyrdom Tradition counter increases. Having high Martyrdom Tradition could have a bunch of positive effects, maybe increases in morale, missionary effectiveness, religious unity, prestige or other things like that. The other side of course is that actually losing wars (as opposed to winning with high losses) is a bad thing by itself, even if you do get a lot of Martyrdom Tradition you don't want to end up losing provinces or getting annexed.
 
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I have some ideas, but I don't know enough about EUIV to be sure they wouldn't cause serious balance issues.

My first idea would be to have a 'Martyrdom Tradition' counter, which basically functions like a reverse of war exhaustion. The more casualties a Sikh country takes in a war, the more the Martyrdom Tradition counter increases. Having high Martyrdom Tradition could have a bunch of positive effects, maybe increases in morale, missionary effectiveness, religious unity, prestige or other things like that. The other side of course is that actually losing wars (as opposed to winning with high losses) is a bad thing by itself, even if you do get a lot of Martyrdom Tradition you don't want to end up losing provinces or getting annexed.
Or instead of adding a seperate counter, have the religion go entirely off of the amount of war exhaustion the country currently has, giving you a way to balance between your buffs and maluses during wars. Could be fun.

I expect some people have different ideas but essentially: split it up into administrative divisions. Not totally historical, but an argument could be made there too- China didn't have the same style of bureaucracy of the later game Early Modern empires, so it could represent a relative level of decentralization different from what the game normally represents. Then the divisions + emperor are under an HRE style system where they can't attack each other.

Then it's the emperor's job to pass centralization reforms to centralize China, just like the HRE reforms, where at the end it gets to absorb the administrative divisions and turn into a conventional unified monarchy.

-------

that's the gist of it, but if you'll forgive me rambling, I've given this a bit of thought (keep in mind other people have lots of other totally different and potentially better ideas too):

For my idea, Ming starts at a middle level of centralization, where the divisions can't attack each other. Based on filling out a bar like Imperial Authority in the HRE (call it Mandate of Heaven!), the centralization level can go up, to unification at the top- but also down, to a point where the divisions can attack each other, and finally where they get total independence at the lowest level (there could be a lot more levels in between though).

How you get more (or less) Mandate to pass reforms with could be on the one hand out of the player's control, from all sorts of things- events, stability, legitimacy. If you lose in a war, you take a big hit, and so on. But on the other hand, there's another part where it is in your control, and this would be the gist of what you'd do when playing China- interacting with your neighbors by expanding, and maintaining, a tributary system.

See I think one of the central things this system should accomplish is to stop China from being able to blob all over Asia- but it's really hard to do that without also taking out war, which makes for an extremely boring game. So with this idea, rather than wars of conquest where you take land, you as China go on wars to bring neighbors into your tributary system. At significant warscore (maybe even 100%), you get to offer a peace deal where they become a tributary, at which point they contribute a slow tick to your Mandate of Heaven bar. How much would depend on their size- subjugating Hsenwi and Ryukyu for instance could give you a tick so small it would take centuries to pass a single reform. But if you added in Korea, Japan, and Mongolia, you could maybe do it in a couple of decades or so (or it could take way more than that, these are just loose numbers).

So by warring and adding neighbors to your tributary system, you can pass reforms and centralize China. Directly taking land should be banned, or at least prohibitive- that's half the point of the system; say for every province you take directly, you lose 10% from your Mandate of Heaven bar? (this way you could still neaten up your borders but not go wild). To keep it from having you do mega-warring for the first reform you pass and then just sitting there after as the Mandate bar passively ticks up, maybe all subjects break free each time you centralize (.. sickened by your abandonment of traditional Confucian values? :confused: I'm sure you could find a historical justification)- or maybe it just takes way way more subjects to pass the later reforms. Alternatively you could just have each subject grant a lump sum to your Mandate upfront and nothing thereafter.


A couple of other notes: tributaries should give Mandate, maybe trade power, but nothing else. Chinese tributaries didn't actually give one-sided tribute, it was a mutual thing- they would send a mission to China, China would give them something in return. Often (as in Korea's case a lot) what they got in return was actually more valuable than what they gave.

Also, obviously I think banning tributaries from fighting each other would make the East Asian game extremely stagnant, so instead of that I'd say something like... China gets a big mandate drain for tributaries at war with each other? It can resolve this by intervening in the defender's side, or when one of its tributaries is attacked (like in the Imjin War). Naturally being World-Police and intervening in all these conflicts should give a China player something to do.

I hope I explained that well enough, it's been floating around my head for a while. At the end of the day I'm sure there are lots of good solutions, some that don't involve splitting up China- but I really think there needs to be something that achieves the Sino-centric world that East Asia was in the period, stops Ming from blobbing like crazy, and lets you give them their historical power without making them OP. I think this does all 3. Thanks for reading! :)
I like this idea a lot. It sounds like a deviation from the Aztec religion and making it into a government mechanic. It seems like it would be a good way to keep Ming from going wild while still allowing the player to stay busy. My biggest concern is that it would make Mingsplosion even more rare than it already is, and a few surrounding nations need it to happen in order to prosper. On the other hand, making the China mechanic central to any Asian playthrough sounds like a fun idea. Very similar to how the HRE affects Europe. Maybe combine it with Zerodv's ideas to meet somewhere in the middle. Both combined would make Asia a much more unique experience from the rest of the world
 

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I think a good way to avoid a big Chinese blob (or Japanese) might be giving them an exclusive institution. Something like Confucian state would be OK. IMO they should not be able to embrace any other institution if they do not reform their governments previously. This way the game could represent the isolationism and the traditionalism of the far east.
 
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