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Silversweeeper

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There is a specific rule you can enable that guarantees the Chinese Imperial government regardless of culture and religion. I specifically enabled that.

There NO game rule that changes which religions are eligible for Chinese Imperial.

Aside from the parts of the Chinese Imperial government script that were copied from vanilla -- which I intentionally didn't copy the culture/religion restrictions from -- I wrote the whole thing, and it is impossible to opt out of the religion restriction as things are set up.

Relevant government definition:
Code:
chinese_imperial_government = {
        preferred_holdings = { CASTLE CITY }
        allowed_holdings = {
            CASTLE
            CITY
            FORT
            HOSPITAL
        }
        allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
            TRIBAL
        }
        accepts_liege_governments = { # Gets the wrong religion modifier instead
            chinese_imperial_government
            chinese_vassal_government
        }
        free_revoke_on_tiers = {
            duke
        }
        free_revoke_on_governments_religion = {
        }
        frame_suffix = "_chineseimperial"
        potential = {      
            OR = {
                primary_title = { has_title_flag = pretender_chinese_empire }
                AND = {
                    OR = {
                        has_landed_title = e_china
                        any_liege = {
                            OR = {
                                AND = {
                                    dynasty = ROOT
                                    is_chinese_emperor_trigger = yes
                                }
                                liege_before_war = {
                                    AND = {
                                        dynasty = ROOT
                                        is_chinese_emperor_trigger = yes
                                    }
                                }
                            }
                        }
                        liege_before_war = {
                            AND = {
                                dynasty = ROOT
                                is_chinese_emperor_trigger = yes
                            }
                        }
                    }
                }
            }
            has_acceptable_chinese_culture_trigger = yes
            has_acceptable_chinese_religion_trigger = yes
            is_patrician = no
        }
      
        color = { 118 255 163 }

        barons_need_dynasty = yes

        can_build_tribal = no
      
        ignore_in_vassal_limit_calculation = {
            tribal_government
        }
        capital_move_delay = 200
      
        can_usurp_kingdoms_and_empires = no
        can_create_empires = no
        can_imprison_without_reason = no
        can_revoke_without_reason = no
        can_demand_religious_conversion = no
        gets_religion_opinion_penalties = no
        gives_religion_opinion_penalties = no
        vassal_government_opinion_penalties = no
        can_grant_kingdoms_and_empires_to_other_government_group = yes
        free_retract_vassalage = yes
        #marriage_ignore_religion = yes # Willing to marry regardless of religion IF both have this
      
        vassal_limit = 10
      
        max_consorts = 1000 # The EoC needs to be able to accept lots of concubines!
      
        character_modifier = {
            monthly_character_piety = 1
        }

        ## Modifiers
        court_size_modifier = 1000 # Intentionally higher than vanilla, to account for characters sent with the Grace system
    }

Relevant scripted_triggers:
Code:
has_acceptable_chinese_religion_trigger = {
    OR = {
        religion = taoist
        religion = buddhist # Otherwise the historical Mongol rulers of China need to have the wrong religion to have access to this stuff
        AND = { # Religion is as close as possible to being Taoist
            OR = {
                # While the unreformed religions won't be cosmopolitan and might be a *bit* more warlike than preferred, we don't want the EoC to lose Chinese Imperial just because he went e.g. Shenist -> Reformed Shenist
                religion = chinese_pagan
                religion = korean_pagan
                religion = viet_pagan
                AND = {
                    has_dlc = "Holy Fury" # Pagan religions would be crusading (and thus non-Chinese) without HF, so HF is required
                    OR = { # Base religion is good (lacks raiding, is located in/near China, gets stewardship bonus when picking Autonomous)
                        religion = chinese_pagan_reformed
                        religion = korean_pagan_reformed
                        religion = viet_pagan_reformed
                        religion = ryukyuan_pagan_reformed
                    }
                    has_religion_feature = religion_cosmopolitan # An intolerant China isn't very Chinese
                    OR = { # Meritocracy + Stability (+ one other feature)
                        AND = {
                            has_religion_feature = religion_feature_chinese # Meritocracy + Astronomy
                            has_religion_feature = religion_stable
                        }
                        AND = {
                            has_religion_feature = religion_feature_korean # Meritocracy + Animistic
                            has_religion_feature = religion_stable
                        }
                        # The Thanist religion's unique feature gives access to Eldership (which conflicts with meritocracy) and has Ancestor Veneration (which only works well with a rel head)
                        AND = {
                            has_religion_feature = religion_meritocratic
                            has_religion_feature = religion_stable
                        }
                        has_religion_feature = chinese_imperial_package_deal # Meritocracy + Stability
                    }
                    NOR = { # Does not have an unsuitable feature - relevant if the "package deal" is chosen or if someone mods in extra Doctrine slots
                        has_religion_feature = religion_holy_family # Makes shipping off princesses weird
                        has_religion_feature = religion_harems # Breaks concubinage
                        has_religion_feature = religion_patriarchal # Incompatible with Meritocracy
                        #has_religion_feature = religion_equal # Makes less sense with concubinage/shipping off princesses, but regular SoW currenlty doesn't affect those...
                        has_religion_feature = religion_matriarchal # Makes shipping off princesses weird, makes concubinage weird, makes eunuchs somewhat weird
                        has_religion_feature = religion_ritual_sacrifice # Not very Chinese, and should make people unwilling to ship off people
                        has_religion_feature = religion_adventuring # Offensive focus, so not very Chinese
                        has_religion_feature = religion_seafaring # Looting, so not very Chinese
                        has_religion_feature = religion_relentless # Offensive focus, so not very Chinese
                        has_religion_feature = religion_beatification # Eldership conflicts with meritocracy, at least for now
                        has_religion_feature = religion_feature_ryukyuan_three_mountains
                        has_religion_feature = religion_feature_ryukyuan_historical
                    }
                    has_religion_feature = religion_no_leader # If there is a rel head, the religion is crusading (due to Cosmopolitan being crusading), which isn't very Chinese
                }
            }
        }
    }
}

### Culture check for being "Chinese enough"
has_acceptable_chinese_culture_trigger = {
    OR = {
        culture_group = chinese_group
        culture = khitan # Liao
        culture = tangut # Xia
        culture = jurchen # Jin
        culture = mongol # Yuan
        culture = kaifeng
        culture = japanese
        culture = yamato
        culture = ryukyuan
        culture_group = koreanic
        culture = viet
        has_game_rule = {
            name = chinese_imperial_culture
            value = unrestricted
        }
    }
}

Relevant game rule:
Code:
chinese_imperial_culture = {
    name = "RULE_CHINESE_IMPERIAL_CULTURE"
    #dlc = "Jade Dragon"
    group = "RULE_GROUP_TIANXIA"
    option = {
        name = restricted
        text = "RULE_CHINESE_IMPERIAL_CULTURE_RESTRICTED"
        desc = "CHINESE_IMPERIAL_CULTURE_RESTRICTED_DESC"
    }
    option = {
        name = unrestricted
        text = "RULE_CHINESE_IMPERIAL_CULTURE_UNRESTRICTED"
        desc = "CHINESE_IMPERIAL_CULTURE_UNRESTRICTED_DESC"
    }
}

Relevant localization:
Code:
RULE_CHINESE_IMPERIAL_CULTURE;Chinese Imperial culture restriction;;;;;;;;;;;;;x
RULE_CHINESE_IMPERIAL_CULTURE_RESTRICTED;Restricted;;;;;;;;;;;;;x
CHINESE_IMPERIAL_CULTURE_RESTRICTED_DESC;Only Chinese, Japanese, Yamato, Ryukyuan, Koreanic, Viet, Jurchen, Tangut, Khitan, Mongol, and Kaifeng rulers can use the Chinese Imperial government.;;;;;;;;;;;;;x
RULE_CHINESE_IMPERIAL_CULTURE_UNRESTRICTED;Unrestricted;;;;;;;;;;;;;x
CHINESE_IMPERIAL_CULTURE_UNRESTRICTED_DESC;There are no cultural restrictions on the Chinese Imperial government form;;;;;;;;;;;;;x

In short, the game rule you've enabled does what it says it does, not what you think it does.


As for forcing the Chinese Imperial government, I was referring to computer players and AI management, NOT players.

I don't want to have the AI play by different rules from the player, and the AI is already pretty likely to take advantage of the "Did you really mean to stop being Chinese Imperial just now?" opportunities to switch back to something that allowed it to be Chinese Imperial, so forcing anything further would be excessive and contrary to the "same rules" idea.


Furthermore, I consider it both historically inaccurate and immersion breaking that a Christian Chinese Emperor wouldn't, to some degree, be Sinicized. There is no way that China would EVER accept an Emperor that smashes the Imperial Examinations or any other unique features of the government. It wasn't until the twilight of the Qing Dynasty that enough pushing was done to shut that down. I'm saying that all of China wouldn't magically become Western and Feudal because someone managed to take the Dragon Throne. Just as with the Yuans and the Qings, they slowly became Sinicized and blended themselves into Chinese life. Why wouldn't the same happen to a Christian?

I don't mean that the Emperor's religion would change or he would become Confucian, or that a Catholic wouldn't remain loyal to the Pope. Rather, that he would assume the responsibilities of the Emperor, which included mass concubinage. Remember that tribal rulers and Nomads can take concubines even if they are Christian because of cultural norms. The same would go for the Emperor of China. Culture and religion aren't monolithic in CK2 for a reason, nor were they in history.

The thing is, the circumstances in which someone gets e_china is not always going to be remotely close to the historical circumstances in which it happened, and thus it might not be remotely sensible to create a bureaucratic administration.

For example, if you start as Charlemagne and blob your way east (and keep basically everything you conquer as part of your realm) and eventually create China, you've got a huge realm that -- assuming you're still Christian and haven't e.g. taken the ERE -- is Feudal and changing your whole government just because you decided to add "Emperor of China" to a long list of "Emperor of the HRE, of Arabia, of Persia, of Tibet, ..." isn't necessarily sensible, particularly not if the Chinese part of your realm is rather small (even if you snake your way east you'd likely have more provinces outside China in this situation than you'd have in China). Seeing as it'd be very messy to handle these kinds of scenarios, it's vastly preferable to have straightforward rules like "If you have an acceptable culture [any culture, with the game rule], and an acceptable religion, you get Chinese Imperial if you hold e_china. If you don't, you don't.".

Also, there are other government types that are lost if you change your culture or religion outside a fairly limited set of combinations (e.,g. Monastic Feudal), so it's not an unprecedented restriction, and in vanilla pretender empires lose Chinese Imperial with no opportunity to convert back if the heir has the wrong culture and the holder is an AI (the player gets the choice of "Convert culture or lose Chinese Imperial"...


A. Why not just exclude the worst ones? For example, coronations and being the religious head could be disabled for China under Chinese Imperialism if neccesary. You could write an Event forcing a Temporal Religious Head to give the title to someone else. As for Crusades, why not just make it so they can't join?

We'd have to go through every single mechanic that'd come into play with a new (or different) religion and decide how to handle that particular issue, which is a pretty big undertaking and would require having to deal with tons of stuff (e.g. Enatic Clans and Divine Blood) that we currently can file under "This won't ever come up for a Chinese Imperial China, and thus we can safely ignore it" that might force us to rewrite existing script extensively to handle all manner of weird situations that now can come up.

It also wouldn't be remotely straightforward to handle some issues; for example, while I'm unsure about whether thetre's room to mod tthe HF Crusade joining the joining of every other GHW can't be disabled specifically for the holder of e_china (or any other title, or a specific government type, or whatever), so to disable it for China we'd have to disable the normal joining for everyone and then script in a separate decision -- which we'd have to invent the AI logic for from scratch -- to let others join.


B. It's immersion breaking for the Emperor of China to not be Sinicized. Every foreign Chinese dynasty in history adapted to the Chinese culture and way of life to a degree. They did not have to completely compromise themselves to do this, but things did change. A Sinicized Christian would have concubinage and elder reverence, but he certainly wouldn't have ancestor worship. I would imagine that Confucious would be demoted to a great thinker and philosopher and aligned with the Christian faith. There is no way that a Sinicized Christian couldn't find some fingers pointing at God from such a thinker. (For example, Confiucious has an identical Golden Rule to Christendom and both Familial Piety and honor culture, removing the idol aspect, would be adapted for sure.)

Again, circumstances need not be remotely historical. Oh, and the foreign conquerors and various pretenders (e.g. Xia) can get Chinese Imperial if they take China (or hold a pretender empire), seeing as their cultures and religions (as defined in the game files; Kublai Khan is a Mongol Buddhist, for example) give them access to Chinese Imperial even when the strictest settings are used, so we handle historical (and near-historical) situations pretty well as things currently stand.


C. Yes, the player should have a right to escape it. Choice is good. That said, I firmly believe that there should be severe dangers and consequences for trying to remove everything Chinese from China's government. Realistically, this would not be allowed. Part of ruling China means- surprise surprise -dealing with Chinese customs and tradition.

D. I was referring to Events that force China when managed by the AI to be Chinese Imperial, not the player.

Also, what do you mean by "a chance to convert back"? A Serbian Orthodox Chinese Emperor isn't going to sit on the Dragon Throne and think "Oh man, this plank hat is so cool, I need to instantly forsake my soul, my people, and my God in order to keep it!". Nor is he going to say "I am going to force my Western feudalism on a bureaucratic structure and NOTHING will come up or have a problem with it!". Realistically, he would be Sinicized, keeping his identity but melting it into Chinese culture and mindsets. This is what the Yuans did and this is what the Qings did.

Said Serbian Orthodox ruler would presumably also have run into problems if he took over e_arabia from the Sunni Abbasids, and in vanilla (and Tianxia) CK2 he'd only have the options of "Convert" or "Remain Feudal", not anything remotely resembling a "Try to keep Iqta without changing myself because that's how the locals do things" option. If it had happened historically, maybe there'd been some unusual solution, but within the context of CK2 that's not an option.

Also, what Yuan did and what Qing did (well after the CK2 era...) isn't necessarily what someone else would do in different circumstances.


What does the Rule about ensuring the Chinese Imperial Government doesn't disappear based on culture and names mean? Why not create a Rule allowing players to choose whether or not Chinese Imperialism is enforced?

Because such a rule would be messier to implement and would require us to handle all of the weird stuff that now can happen, since if we add it we have to support it, and that means a lot more work needs to be done.


As for Christian coronations, that is an easy one. Either create a Trait and add it to the list of acceptable coronation Traits (for maximum immersion and potential Chinese-themed Christian coronation flavor) or just have an Event to remove the Uncrowned Trait.

That'd still require a bit of extra work that we don't have to do at present, and in case you've not noticed the time between releases is already rather long due to a lot of things needing to be done with rather limited dev resources to throw at it. It'd also involve messing with vanilla -- which we don't do unless we have to -- and would set the precedent that an "easy" change to a mechanic that might interfere with Chinese Imperial -- in the hypothetical situation where we allowed for it to do so -- would be something we'd be prepared to deal with.


In short, we will not add a way for every religion to have Chinese Imperial, and there are currently no plans to add any more religions to the list of permissible religions seeing as there'd be various side issues we'd have to deal with if we did such a thing. If you want to mod it in on your own, you're welcome to do it, but you'll have to deal with all the additional issues on your own as well.

That reminds me. Where in the code is the Casus Belli to actually invade China and become its Emperor? I couldn't find it, and all the Vanilla rendition ones concerning an Off-Map China were not part of it. Besides bordering China, what must be done to become its Emperor?

There's no specific CB to take China "just because" in Tianxia, and we have no plans to add one (with the possible exception of adding CBs to grab large parts of China as part of adding historical wars that are ongoing during specific start dates). Much as with any other blob you'll either have to get a claim (usually easier for China, since Imperial Marriages tend to be an option) or chip away at it using CBs that give you less land in one go (e.g. holy wars).
 
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TurtleShroom

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As there were at least two foreign dynasties that overtook and dominated China, we have real and direct evidence of what happens when China is conquered by a foreign realm. The Mongols were pagan and the Manchurians had loyalties divided between pagans, Buddhists, and actual Chinese/Confucian doctrines.

The Iqta system is VASTLY different from Chinese Imperialism, both in RL and in game mechanics. The Iqta system is explicitly tied into the Muslim faith, using Muslim traditions, laws, and principles to define succession and governance. The Chinese bureaucracy transcended religions, cultures, and the ravages of time, survived every foreign conquest, every war, and the full might of the Great Powers of old, and were only eliminated right before Chinese monarchism was itself wrongly shuttered. The Heavenly Kingdom of Great Peace was essentially Mormon China, and despite its deep, intensive direction towards Westernization and female equality, it largely maintained the Chinese bureaucratic system and the Taiping Emperor maintained both a traditional harem and a large base of heirs. This did NOT compromise Hong Xiuquan's bastardized cult (which mixed Christianity and Confucianism with Mormon inspiration) and did not change his beliefs as the "Brother of Christ".

A foreigner becoming the Emperor of China would never- and never did -forsake their religion to become Emperor. Just as a Nestorian Christian inheriting the Golden Horde didn't stop steppe nomadicism or raiding, so too should Chinese Imperialism have inertia against incoming Emperors. The first Yuan Emperor was pagan and remained pagan even after syncretizing with Confucianism. He even dressed in white because he believed being the Son of Heaven made him the ultimate, and final, Tengri shaman.

In your Charlemagne example, I would definitely agree that a blobbed realm that big should not become Chinese Imperialist, due to the sheer size of the administration elsewhere. For realistic situations like the Mongols, the Qings, and many player scenarios, I would have rather put in the effort to introduce mechanics for Sinicization and the ordinary transition from feudalism (or even nomadicism) to Chinese bureaucracy that occurred in every Chinese conquest in history. Forcing a person to forsake their God to keep something they are inheriting in their conquest is completely ahistorical. Remarkably, Paradox got this far more accurately than this Mod, which apparently sacrificed accommodation of historical realism for less code. The big reason I pushed this fact is because EVERY conquest of China to EVER succeed preserved the Chinese Imperialism and no amount of foreign ways, strange customs, or uncharacteristic acts could completely purge it. The Qings couldn't end it without ending themselves.

From my point of view, it would be straightforward for Catholics: an Event would withdraw China from Crusades when they start, the Coronation mechanic would be settled by an Event removing the Uncrowned Trait, and so on. The same would apply for Jihads and other religious mechanics. This doesn't seem like too much effort, having made Mods for "Stellaris", and I would gladly take it on if there was a CW Tools equivalent for CK2, where I could input commands and have a list handing it out to me.

Since there is no such tool, and CK2 coding is harder than "Stellaris" coding, I'll just settle with the simple remedy of editing it by myself on a local end.
 
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Silversweeeper

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As there were at least two foreign dynasties that overtook and dominated China, we have real and direct evidence of what happens when China is conquered by a foreign realm. The Mongols were pagan and the Manchurians had loyalties divided between pagans, Buddhists, and actual Chinese/Confucian doctrines.

One of those is well outside the CK2 era, meaning that it does not have any real bearing on what should be going on in the era and the game, much like how CK2's HRE isn't modelled after the "not Holy, not Roman, not Empire" of Voltaire's time. The other is just a single data point, none of the relevant non-posthumous emperors are scripted as pagans (not even in vanilla) when they're the rulers of Yuan, and even if we were to count them as Tengri rulers they'd still only represent a rather small fraction of the possible religions (even before weird HF reformations) that someone could belong to that we've decided aren't eligible to become Chinese Imperial, so it's very little to go on when it comes to determining what would have happened in some alt history scenario that could involve something quite different.

The Chinese bureaucracy transcended religions, cultures, and the ravages of time, survived every foreign conquest, every war, and the full might of the Great Powers of old, and were only eliminated right before Chinese monarchism was itself wrongly shuttered. The Heavenly Kingdom of Great Peace was essentially Mormon China, and despite its deep, intensive direction towards Westernization and female equality, it largely maintained the Chinese bureaucratic system and the Taiping Emperor maintained both a traditional harem and a large base of heirs. This did NOT compromise Hong Xiuquan's bastardized cult (which mixed Christianity and Confucianism with Mormon inspiration) and did not change his beliefs as the "Brother of Christ".

See "well outside the era".

A foreigner becoming the Emperor of China would never- and never did -forsake their religion to become Emperor. Just as a Nestorian Christian inheriting the Golden Horde didn't stop steppe nomadicism or raiding, so too should Chinese Imperialism have inertia against incoming Emperors. The first Yuan Emperor was pagan and remained pagan even after syncretizing with Confucianism. He even dressed in white because he believed being the Son of Heaven made him the ultimate, and final, Tengri shaman.

The Nomadic government is its own thing (and is quite messy in several regards...), and how it works has no bearing on how Chinese Imperial works or should work.

As for Kublai being a pagan, he's scripted as Buddhist in the game files (even in vanilla) from 1253.1.1, and CK2's modelling of syncretism is effectively just someone possibly having one or more"Sympathy for X" traits (Kublai has all of them that he can have, both in Tianxia and in vanilla), which isn't really something that's sound to base a government around.

In your Charlemagne example, I would definitely agree that a blobbed realm that big should not become Chinese Imperialist, due to the sheer size of the administration elsewhere. For realistic situations like the Mongols, the Qings, and many player scenarios, I would have rather put in the effort to introduce mechanics for Sinicization and the ordinary transition from feudalism (or even nomadicism) to Chinese bureaucracy that occurred in every Chinese conquest in history. Forcing a person to forsake their God to keep something they are inheriting in their conquest is completely ahistorical. Remarkably, Paradox got this far more accurately than this Mod, which apparently sacrificed accommodation of historical realism for less code.

Historical accuracy isn't the only deciding factor when it comes to doing/not doing something, which is true in vanilla as well; go look at who rules the ERE in the tOG start for a good example of vanilla deliberately stepping away from historical accuracy. Fun, balance, performance, difficulty of implementation, difficulty of the required adjustments to existing work, trade-offs required to do the previous two steps (dev time is finite, and anything that wouldn't fit into the existing schedule means either a) sacrificing one or more other things (not always an option, seeing as other things could be considered more important or could be in progress already), b) sacrificing other hobbies or commitments to an even further extent (considering Tianxia is being worked on for free, there are limits to how attractive that idea is), or c) postponing release (which isn't necessarily reasonable)), foreseeable issues that might arise in the future if certain potential mechanics get implemented, just what the people in charge think about a certain idea, and various other factors have to take precedence over historical accuracy from time to time.

Also, vanilla's implementation of something that concerns our part of the map is not automatically going to be our implementation of that particular thing, which has been mentioned in the past. The fact that Chinese Imperial is restricted to certain religions was revealed well before the first version of Tianxia that included that government was released, as was the fact that several other things also have been changed from vanilla, so we have been pretty open about the fact that changes have been made. The insinuation that it is laziness that keeps us from using vanilla's implementation is also quite uncalled for, seeing as several of the changed mechanics contain more code than the original implementation and that we have added several new mechanics on top of vanilla mechanics that we have changed, a good number of which contain several thousands of lines of code.

From my point of view, it would be straightforward for Catholics: an Event would withdraw China from Crusades when they start, the Coronation mechanic would be settled by an Event removing the Uncrowned Trait, and so on. The same would apply for Jihads and other religious mechanics. This doesn't seem like too much effort, having made Mods for "Stellaris", and I would gladly take it on if there was a CW Tools equivalent for CK2, where I could input commands and have a list handing it out to me.

To the best of my knowledge there's no way to make someone leave a war they've joined (at the very least, there's no such command listed on the wiki and no such command used where it would make sense in vanilla (e.g. when you get the "Ally fails to contribute" event and the alliance is dissolved)), so I don't believe that approach would work. Even if there is some way to get someone out of a war that I'm not aware of, there'd be nothing preventing such a realm from rejoining the war again the next time the AI evaluates "Do I want to join the GHW?" (which is hardcoded), so such a solution would not work terribly well as it'd get the AI stuck in a loop of "Join war, be forced to leave war, repeat".

Also, even if you or someone else wanted to do the necessary work for us (which would involve dealing with far more things than those I've mentioned previously, seeing as I've not provided an exhaustive list), "Everyone can be Chinese Imperial" is not the desired implementation, and even if it was enabled with a game rule it would still complicate a lot of things (for one thing, various implicit conditions excluding Chinese Imperial characters (e.g. "religion = aztec") would no longer work in that regard, and explicit conditions for that would be more expensive as far as performance goes and would be less straightforward to implement moving forward) regardless of who implemented it, which makes such a game rule quite unappealing.
 
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Development Diary 40: The Treasure Fleet

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Dev diary 40 - The Treasure Fleet

It's been a bit over a month since the latest dev diary, and quite a few things have gotten done since then; everything in it under "History" other than "assorted Song people" (which is underway) and "Confucius' descendants" is done, the WotRS localization is done, the Shinto MO and its pilgrimages are done, crusader traits have been added, and -- most relevant to this dev diary -- the Treasure Fleet (the "big thing" in China mentioned in the last dev diary) is largely done except for finishing up the localization and some small things that aren't quite done.


The Emperor of China will -- assuming he's Chinese Imperial -- be able to order the construction of a Treasure Fleet if certain conditions are met, which will be a suitable display of the Middle Kingdom's majesty.

ck2_2.png

The conditions in question.

ck2_1.png

The "Treasure Fleet ports" region.

The requirements for preparing a Treasure Fleet have intentionally been chosen so that the Treasure Fleet won't be available early on; even the most advanced places in China don't have Shipbuilding 4 in 1066, and the earliest start in which the Emperor of China would control the relevant provinces would be after the fall of Song (which is over two hundred years past the latest start date we'll be supporting in the next version). This is partially because the historical Treasure Fleet departed quite late in the era (the first voyage was in 1405) and partially because if it was possible to send it right away it might end up getting a bit spammy in any given campaign.

As you might have noticed from the description, there's no DLC requirement for the Treasure Fleet to be available. However, several things during the voyage can only happen if you have specific DLCs; for example, there are events where rulers in port might get artefacts otherwise only available through the Grace system and some JD-exclusive decisions, which predictably means JD is a requirement for those events to fire.


When you take the relevant decision, you, your vassals, and all human players will be alerted that the work has begin.

ck2_3.png

Best. Idea. Ever!

Due to some potentially problematic side-effects that could interfere with things, you will be unable to declare war while the Treasure Fleet is being prepared, and you will also be prevented from taking certain decisions (e.g. celebrating the Lunar New Year will not be on the table). This also extends to vassals that have been given permission to join, and they will also be unable to join (or remain members of) factions, which in their case also remains in effect during the voyage itself. Make sure you prepare accordingly.

The preparations will take some time (about two years). During this period, the Emperor of China and possibly some other characters (primarily his councillors) will periodically get events that might result in some part (e.g. the size of the accompanying army) of the Treasure Fleet being improved if they go well, or possibly some damage being done to one or more parts of it if things go poorly (or if there's active sabotage). This means that it perhaps is good to invest a little extra to ensure that the fleet isn't too underwhelming, but also that you might want to consider avoiding some opportunities that might not work out for you in particular.

ck2_5.png

I am perhaps not the greatest public speaker...

While the preparations are ongoing, all feudal vassals (which covers Confucian Bureaucracy, among plenty of other governments) in the realm will have the opportunity to request permission to join the Treasure Fleet. It is possible that the Emperor will ask for something in return; for example, he could point out that he would be doing you a favour if he granted you permission to join, so it would only be fair if you agreed that it was repayment for a Favour he owes you, wouldn't you agree...? Also, the Emperor himself will not be able to actually go on the voyage, as he has better things to do, so you and the other officials that get to accompany the Treasure Fleet will get to act in his stead, which definitely is not something that anyone would seek to use to their advantage....


Once the fleet is ready the world will be informed that it is departing -- and whether the departure was particularly eventful -- and everyone that received permission to join it will be placed in a regency (they are, after all, going to be quite far from home...) until such a time that they return home. Should you decide that you have urgent matters to attend to back home, there's a decision that can be taken that will result in you heading home towards the end of the next port visit the Treasure Fleet makes, which will take some time as you can't very well teleport back from distant lands. This will of course prevent you from participating any further, which at times might be undesirable but at other times might turn out to have been the right idea (as it is possible for bad things to happen).

While the Treasure Fleet zails from one port to another the people aboard might get various events. Some of those events will affect the whole fleet -- for example, if there is a storm then quite a few ships might be at risk -- while others might only involve you or a handful of people. These events are sometimes positive, sometimes neutral, and sometimes negative.

ck2_6.png

An uncharted island. How curious.

ck2_7.png

Free food must be good... right?

Assuming the Treasure Fleet isn't lost at sea for whatever reason, it will eventually reach its next port (which is abstracted as "Any port in [relevant area]"), and the people that are part of the Treasure Fleet and any player in a realm with at least one province in that region will be informed of its arrival. Then, various rulers that have at least one demesne province in this area may or may not get some events concerning interactions with the Treasure Fleet -- for example, you might learn that the members of the Treasure Fleet have been willing to share some knowledge with the locals, resulting in a tech increase -- that potentially could be beneficial (or not...), and various members of the Treasure Fleet might also be given the opportunity to take the initiative as far as interacting with some of the locals goes.

About two months after the fleet arrives at a location, it is time for it to depart once more, and unless its supplies are starting to run low or it has reached an endpoint (e.g. the Red Sea) it will be continuing somewhere else instead of beginning the voyage back home... unless some rather special things happen.


As previously mentioned, it is of course unthinkable that anyone would seek to use the Treasure Fleet to their own benefit rather than that of the Middle Kingdom, but if anyone was having such thoughts and was far enough away from the Middle Kingdom that the Dragon Throne would be unable to interfere it might be a bit tempting to use the soldiers accompanying the fleet to carve out your own empire, wouldn't it...?

This option is going to be restricted by a game rule (Allowed/No AI/Disabled), seeing as it might not be something that's desirable for people to have to deal with, and it is one of the main reasons for why Treasure Fleet members can't be in factions since it'd cause issues in that case. If you get this option (it isn't always going to appear even if you're far enough for China) and take it, everyone else will be forced to abort the Treasure Fleet voyage and you will start a war against one of realms in the area the Treasure Fleet is currently in, getting event troops in one of the coastal provinces in the area (the number of troops depends on how many troops still are with the Treasure Fleet) and the Emperor of China immediately claims all of your demesne provinces and gets the "Traitor" opinion towards you. Out of necessity, you will remain under a regency until the war is concluded, so keep in mind that you cannot command any troops personally as a result.

If you win, you lose all of your previous vassals (they remain subjects of China), you gain a titular empire that becomes a pretender empire if you're eligible (and, consequently, you lose quite a bit of Grace), you lose all of your previously held non-titular titles (the land in question remains part of China), your vassalize or take all titles held by your target in the relevant kingdom, you take all the leftover wealth carried by the Treasure Fleet, and you gain a bloodline that gives you one use of the Invasion CB per character. If you lose, the Emperor of China becomes your direct liege, he once more claims all titles you hold (ensuring you can't get around the intended penalty by revoking or inheriting something mid-war), he once more gets the "Traitor" opinion towards you, you are imprisoned by him, and your target gets a bunch of Grace (unless it was a pretender empire). In other words, you're almost certainly facing a game over if you lose. White peace isn't on the table. This is intended to be a risky option unless the Treasure Fleet is sufficiently strong compared to the realm you would be attacking (and its allies), and the penalty for failure reflects this, but as it could allow even a count to become an emperor and potentially could put them in a position to expand fairly rapidly if they've got a good number of troops left after the invasion is over.


As a whole, the Treasure Fleet is likely to give the Emperor of China a Mandate boost (unless it goes very poorly) and possibly some other benefits as well (e.g. local rulers might see fit to offer to become a tributary when the fleet visits them), while the people that accompany it might get various benefits from it (e.g. they might be able to accept certain gifts meant for the Emperor of China on his behalf) and the local rulers might be able to gain some stuff from China that'd they'd not easily get otherwise because the officials that went with the Treasure Fleet made them a very generous offer (e.g. if you have some people over for dinner and one of them gets drunk, maybe he offers to adjust the specifications of your tributary agreement with China in your favour).


That would be all for this dev diary. The next one will hopefully be ready within the next week or two, and it has a decent chance of containing patch notes. If it doesn't, the patch notes should be posted fairly soon thereafter, and predictably enough that means that -- assuming there aren't any major issues discovered during testing -- the next version of Tianxia should be released fairly soon after that. A release date will be revealed somewhere around the time when the patch notes are released.
 
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TheAnguishedOne

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What a tempting, risky opportunity. Love this feature.
 
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The Nomadic government is its own thing (and is quite messy in several regards...), and how it works has no bearing on how Chinese Imperial works or should work.

Any nomad conquering China would, and should, be forced to settle down, just like the Yuans in RL. If they refuse, a relative takes it instead.

As for Kublai being a pagan, he's scripted as Buddhist in the game files (even in vanilla) from 1253.1.1, and CK2's modelling of syncretism is effectively just someone possibly having one or more"Sympathy for X" traits (Kublai has all of them that he can have, both in Tianxia and in vanilla), which isn't really something that's sound to base a government around.

Fair enough.


(Dev time is finite, and anything that wouldn't fit into the existing schedule means either a) sacrificing one or more other things (not always an option, seeing as other things could be considered more important or could be in progress already), b) sacrificing other hobbies or commitments to an even further extent (considering Tianxia is being worked on for free, there are limits to how attractive that idea is), or c) postponing release (which isn't necessarily reasonable)), foreseeable issues that might arise in the future if certain potential mechanics get implemented, just what the people in charge think about a certain idea, and various other factors have to take precedence over historical accuracy from time to time.

It sounds like you could use some help, then. If I somehow cough up a working version of this, maybe I could implement it with you. ;)

Even if there is some way to get someone out of a war that I'm not aware of, there'd be nothing preventing such a realm from rejoining the war again the next time the AI evaluates "Do I want to join the GHW?" (which is hard-coded), so such a solution would not work terribly well as it'd get the AI stuck in a loop of "Join war, be forced to leave war, repeat".

Fair enough. I still don't see a controversy about a Chinese Emperor that follows Christianity taking up the Pope's decree and liberating a savage, primitive land from its barbarian tyrants. They would instead be replaced with civilized Christians. I doubt that the "everyone is barbaric but people that think like us" stops when Taoism is shown the door.

Also, even if you or someone else wanted to do the necessary work for us (which would involve dealing with far more things than those I've mentioned previously, seeing as I've not provided an exhaustive list), "Everyone can be Chinese Imperial" is not the desired implementation, and even if it was enabled with a game rule it would still complicate a lot of things (for one thing, various implicit conditions excluding Chinese Imperial characters (e.g. "Religion = Aztec") would no longer work in that regard, and explicit conditions for that would be more expensive as far as performance goes and would be less straightforward to implement moving forward) regardless of who implemented it, which makes such a game rule quite unappealing.

I never said that Chinese Imperialism should be absolutely universal. I myself would implement Paradox's most obvious explicit exclusions and implicit inclusions. I'm saying that most conquests of China should allow Chinese Imperialism. I would use the requisites for the Chinese Imperial Package Deal as a base for exclusion, and though it wouldn't include them all, it would include many of them.

Using your Aztec example, human sacrifice is so far from anything resembling Yellow China's Overton Window that it absolutely could not be Sinicized. China's inherent cosmopolitan structure would also exclude the most aggressive pagans and anyone that takes the Unyielding/diehard stance where your religion cannot marry anything else. Any pagan that performs human sacrifice would, of course, be prohibited. Christianity, Judaism, and especially Islam all succeeded in China under a Chinese mindset, even in CK2's time period. They were, and are, fully compatible with Sinicization and were Sinicized successfully (which is why EU4 uses a Harmony system for Confucianism that tolerates other religions). Buddhism and Indian religions should be even more obvious.

I would not simply remove all restrictions. I would make an attempt to keep it within feasibility, entirely using the only historical examples of what happens when alien peoples conquer China. I would focus on extending it as much as I could without doing something stupid (e.g. Seafaring/Looting from China) and would institute trade-offs based on the religion. Based on those, and based on the fact that Sinicization of Old World religions was done in CK2's time frame, the answer should be obvious. CK2 already has a scenario where the Manchurians form a proto-Qing Dynasty as an alternate-history scenario.

My goal wouldn't be an instant blanket overturn that would necessitate every file mentioning China to be changed. It would be calculated and tied to realistic alternative scenarios (using events that actually happened), where possible.
 
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In other news, I really, really like the idea of the Treasure Fleets and the ability to hijack them for conquest. My only caveat is that a player is not presented with the opportunity to invade at any port that is far enough away from the Emperor. At the very least, the player should be given the opportunity to take it at any time.
 
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A few minor things that haven't been mentioned before (and that'd be rather off topic for the next dev diary...):

First off, there are a couple of new game rules to limit vassal title creation in Chinese and Japanese Imperial realms to somewhat model the fact that if the central government is strong vassals won't find it easy to consolidate hereditary power, should that be of interest. I'm sure there aren't going to be game rules that mysteriously get enabled or disabled based on whether you start as a vasal or not...

Game rule.png

ck2_8.png

ck2_9.png


Confucian Bureaucracy is not included since there's no good way to check "Is the central government strong?" there (at least not at the moment), and Japanese Imperial lacks the restriction on duchies since it felt rather too harsh to require a Permanent Regency (or Shogunate) before those could be created. The kingdom rule also doesn't work for CM custom titles previously created (due to the fact that their "allow" blocks can't be targeted), and both rules have no effect on religious head titles as it felt too restrictive to include those.


Secondly, while gameplay considerations have resulted in us placing Yezo/Ezo/Hokkaido and Ryukyu outside the de jure of Japan (as they otherwise get de jure warred into oblivion pretty quickly) it felt like getting control of them as Japan (which likely will take some work as you lack holy wars and certain other CBs) should be a bit more rewarding, so it is now possible to instantly de jure drift them into Japan with a decision available to Shinto or Japonic Buddhist rulers of Japan under certain conditions.

ck2_10.png


This should hopefully give you some reason to expand into the relevant areas as Japan regardless of what the situation is like elsewhere.


Thirdly, since it never was shown off, here's a quick look at the Japanese Monastic Order:

ck2_11.png

ck2_12.png

ck2_13.png

ck2_14.png


It's largely similar to other Monastic Orders, though Shinto rulers have access to the decision to become Japanese Monastic Feudal and both Convert County and Civilize Province has some extra restrictions; the former cannot be used against Shinto/Japanese provinces unless you're converting one of your holy sites (as a society that's friendly towards both religions ideally shouldn't make it easy to get rid of either), and the latter cannot be used to convert Japonic provinces to any non-Japonic culture and cannot be used to convert Japanese provinces to any culture other than Yamato (as it'd be rather strange to have a Japanese society be used to culture-convert stuff away from the relevant culture or culture group).


Finally, it is possible (and somewhat advisable) for the Tenno to appoint Imperial Priestesses (a made-up term to cover both the Saio and the Saiin) to the temples of Ise and Kamo from among your underage female relatives.

ck2_15.png

ck2_16.png


This gives you and the appointee some piety (assuming you've not spammed it and that they've not been appointed in the past, respectively) and will potentially allow them to get some piety and/or prestige prior to getting married (an Imperial Priestess cannot get married while serving at her post), though if she turns out to be a bit... lax when it comes to the whole "remaining a virgin" thing (and fail to hide it) it could be a bad idea, so you might want to keep an eye on them when they come of age and perhaps have a replacement ready if they've picked up certain problematic traits.

At present, there's barely any flavour associated with them (though the Saio might be relevant if you go on a pilgrimage to Ise...), but they're there and the historical ones are present when they'd be there historically. As barons, they're of course not playable, but maybe they'll end up being people you notice even so...
 
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Silversweeeper

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The game crashed as I tried to randomize the world

The Random World system isn't supported at this time, and it is pretty unlikely to be supported anytime soon as the historical starts and things that can happen if you start from one of those are significantly more important to get done.
 

darthfanta

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Got a question.What titles are Bojue,Nanjue and Zhouzhang supposed to be in Chinese?Never quite heard of such government posts in imperial China.
 

Silversweeeper

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Got a question.What titles are Bojue,Nanjue and Zhouzhang supposed to be in Chinese?Never quite heard of such government posts in imperial China.

I'm pretty sure the localization in question has been part of the mod for longer than I have, so can't say for sure (particualrly as I don't know Chinese and also am not a historian). Zhouzhang probably has some relation to prefecture as that's "zhou".
 

vnth

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Bo and nan are count and baron. Zhouzhang is probably 州長, which is most commonly used to refer to an American state governor. The equivalent localisations for chinese, japanese, korean, and vietnamese were all the same. Someone put the word 'governor' into googletranslate and get the result.
 
Development Diary 41: The Sunrise Invasion

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Dev diary 41 - Sunrise Invasion

Before we get to the actual dev diary, let's get a few things out of the way:

- The fact that there were plans to add the Inca sooner or later was announced way back in January 2017. This isn't completely out of the blue.

- Even though the Inca wouldn't be around early on vanilla forces us to use them since the Aztecs face off against them.

- Nearly all scripting work I did aside from the Treasure Fleet tie-in (of which about 90 % can happen without Sunset Invasion) was done during the 9th and 10th of August, the localization work (ignoring the Treasure Fleet tie-in) was largely done during the 10th and the 11th, and only a small amount of related work was left to be done today (mainly minor bugfixing and minor bits like scripting a handful of modifiers). I've taken longer breaks doing completely unrelated things in the past (e.g. binge reading webcomics), and during the two days in question I also had time for some other Tianxia work and various non-modding activities, so it's not taken a lot of time away from other stuff.

- A fairly large part of the work was either copy-paste Sunset Invasion work or provided by @Keizer Harm (thanks again!), and much of the rest was rather basic stuff. The fact that this got done doesn't necessarily mean that something else you consider subjectively more important would have been doable in the same amount of time, particularly not as I did this instead of spending a few days away from the mod.

- Thanks to the fact that I had to go through a number of files and make small adjustments to add the Inca I discovered several minor issues, both vanilla and not, and fixed them. Had I not done Sunrise Invasion at this time, most of those would probably not have been noticed for a long time seeing as they weren't anything that'd show up in the Validator.

- LumberKing approved the idea of adding Sunrise Invasion as part of the soon-to-be released version well before I began. There's no higher authority that could have overruled this.

- The invasion only comes into play with Sunset Invasion active. There's one way to opt out of ahistorical invasions for those of you that don't want them.

- There's a game rule to disable it even with Sunset Invasion active. There's a way to opt out of this particular invasion, in case you only want the Aztecs.

- It's already done. It won't get removed and magically replaced with something else just because you complain.

That should cover a few of the arguments that tend to be raised when Sunset Invasion is being discussed...


Triggers and game rule

Something I purposefully left out in the last dev diary is the fact that if the Treasure Fleet has ended up in Java -- the "endpoint" closest to China itself -- there is a chance that the return voyage isn't going to begin right away, as there might be those in the fleet that put forth another suggestion...

ck2_18.png


This opportunity can be presented regardless of whether you have Sunset Invasion enabled and regardless of whether the Sunrise Invasion can happen or not, and can intentionally happen well before the invasion date, as a large part of the relevant event chain doesn't involve the Inca. The player's vote is worth significantly more than the AI's, so if you get the above event and want to zail east you're pretty likely to be able to do so.

I'll not spoil just what can happen during the voyage east, though several things can happen in that direction that cannot happen when sailing elsewhere, but should the crossing go well enough the Treasure Fleet will eventually arrive off the coast of a previously undiscovered continent and further voyages east will not be on the table.

If there's no Treasure Fleet sailing east -- say because you started in the Iron Century start and China never reforms or because you sit on the Dragon Throne and think that you cleverly can avoid the Sunrise Invasion by never sending a Treasure Fleet -- there is another event that fires to set things in motion (unless the game rule is set to Random or Off).

ck2_17.png


As in the case of the Aztecs, the exact timing on the Inca invasion -- and whether they invade at all -- can be controlled with a game rule. It's got the same settings as the one for the Aztecs: 13th Century, Random, Delayed Random, and Off.


The prelude and the Invasion

At some point after the triggering incident (assuming the game rule isn't set to Random) has happened and the appropriate year has been reached, rulers in the Far East (and India, Tibet, and the Steppes) will learn that something is happening just off the map.

ck2_21.png


After this happens, some further events might take place, and then the Inca Empire makes its presence known (ignore the horse CoA; that's something I fixed after I took the screenshot).

ck2_19.png



Religion features, unique Doctrine, and holy sites

The Inca religion is called Yupaychaspa, meaning "to worship" in the Cuzco dialect. You can see its unreformed features below.

ck2_20.png


The most interesting feature is probably that it has partial Divine Blood (brother-sister marriage is allowed), which is inherited by the reformed religion, and if HF isn't active the reformer also becomes the religious head automatically (with HF, that's not guaranteed, but the AI is pretty likely to go for Temporal).

The unique Yupaychaspa Doctrine combines Unrelenting, Stability, and most of Seafaring (no river movement). It -- as well as the Aztecs' Invaders and the Ryukyuans' The Three Mountains -- also enables overseas county conquest, since that seems like something that overseas invaders should have...

ck2_23.png


The Yupaychaspa holy sites are Pajang (Borobudur), Ise (Ise Grand Shrine (there's nothing special there at the moment, but it's the seat of the Saio)), Angkor (Angkor Wat (not yet added)), Tondo, and Dakhina Desa. Borobudur is pretty likely to fall to the Sapa Inca (Java is one of the kingdoms hit by the invasion, Tondo is one kingdom away from a landing site, and Ise may or may not come under attack right away (what happens in the north is... spoilery), while the other two are going to be harder to secure, meaning a reformation isn't guaranteed but might be possible (as it is possible to get to 50 MA without all holy sites).

The Yupaychaspa faith also has a holy order that becomes available after reformation, and can join the Sacrificers (the Kaharingan/Melanesian DW society), which is comparable to what the Aztecs get (though the Sacrificers can't use the Devil Spawn to trigger the invasion). They do not have a Warrior Lodge, since the Aztecs don't have one either. They also have one additional feature that's around unless they reform as Equal or Enatic: The Aclla.


The Aclla

The Aclla are sort-of a religious order under the Sapa Inca, which indoctrinates educates young women in the ways of the Yupaychaspa faith and determines how they best can serve Inti and the Sapa Inca.

ck2_25.png


Rulers that are brought into the fold of the Sapa Inca will be forced to hand over a daughter to be educated if they have not done so previously and they've got a daughter in the correct age span, and vassals that have not done so recently will also receive such a request. In the former case, refusal isn't an option as you just lost a war to the Sapa Inca, while you have the option to refuse if you are a mere vassal (doing so is... unwise).

Assuming a daughter is handed over, she's taken to Cuzco to be trained, and she might pick up some useful skills in the process, and once she comes of age (or slightly thereafter, if there are reasons to delay it) she will be assigned to one of four classes:

- Yurac Aclla. Should the situation call for it (read: If the Sapa Inca dies or loses a war), it is possible that she will be selected to be sacrificed by being buried alive, all for the glory of Inti.

- Huayru Aclla. The Sapa Inca will get the opportunity to marry her if unmarried (or if he has free spouse slots, if he has reformed in a certain way) or to give her to a child of his (if possible. If refused, she'll be demoted one step.

- Pacu Aclla. A vassal will get the same offer as the Sapa Inca got. If refused enough times, she'll be demoted again.

- Yana Aclla. She'll be assigned to a random vassal (ideally one liked by the Sapa Inca) as a servant.

While interfering with the Aclla of course is sacrilege, should you not wish for your daughter to remain where she is you can try to rescue her if you have indicated that you want to do that when she is taken or when it is decided that she will be a sacrifice. Quite a few things can happen during a rescue attempt, not all of them good.


That's all for today. A few minor things remain to be done before the next version is ready a few minor TODOs, bookmark adding, and general testing (and bugfixing of anything discovered during testing)). I expect to post the patch notes before Sunday (they'll be quite long, so I don't have time for them today), and barring any last-minute surprises they'll be posted alongside a release date.
 
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TheAnguishedOne

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A fantastic addition. Honestly, it's just an additional challenge that players can turn off if they don't want it; it's pure bonus.
 
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Silversweeeper

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Dev diary 42: 7.2.0 patch notes and release date

Patch notes:
Open Alpha 7.2.0 (????)
--------------------------------------
IMPORTANT:
- Old saves are not expected to work, regardless of whether they're Tianxia saves or not.
- Supported start dates: 769.1.1 (Charlemagne), 867.1.1 (The Old Gods), 936.8.7 (The Iron Century), 1066.9.15 (Stamford Bridge).
- Random World, Shattered World, and the EU4 Converter are all unsupported.

General:
- Updated Tianxia for patch 3.3.3.
- Fixed many minor bugs not mentioned below.

Artifacts and artifact spawning:
- Cura Si Manjakini now spawns for the ruler of c_temasek rather than the ruler of k_malaya in the late starts where it's around.
- The Heirloom Seal of the Realm is now held by Tang in the IC start.
- The Works of Shan Yu should now hopefully spawn more appropriately and in/near China.
- Added The Tale of Genji and The Pillow Book as artifacts in 1066 and later, spawning in Japan.
- Rings are now tied to Finger slots (two per character).
- Many weapons that either are unsuitable for warriors or that are dishonorable (e.g. handguns, axes, maces, crossbows) cannot be used by Warriors of the Rising Sun.
- Several weapons supposedly used to slay dragons now are flagged as dragonslayer weapons. This can only mean good things...
- Grace artifact can no longer be given to the Emperor of China for Grace.
- Several Tianxia weapons that weren't flagged as combat weapons are now properly flagged as such.
- Added several new artifacts tied to new event chains, some of them quite powerful, others not so much.
- Yamato characters now appreciate the Kojiki.

Bloodlines:
- Fixed Chinese pretender bloodline tooltip.
- Added Chinese pretender and real bloodlines for empires named Min and Sui, as well as the ability to name pretender and real empires those names.
- Removed the free invasion from the Wanyan bloodline as they have access to other CBs for the historically relevant land.
- Gave the Wanyan bloodline some extra monthly prestige and higher Jurchen opinion.
- Added historical bloodlines for the Srivijaya and the Sailendra dynasties.
- Added a historical bloodline for the Fujiwara clan, available in 867 and later.
- Added a bloodline for Taejo of Goryeo, granted if he wins his starting war in the IC start and available in 1066.
- Added a bloodline for Sang Sapurba (well after 1066) and adjusted the Alexander bloodline events a bit to account for its existence.
- Added a bloodline for Hachimantaro (Minamoto no Yoshiie), available in 1066.
- Added a bloodline for Minamoto no Yoritomo, the first Kamakura Shogun (well after 1066).
- Added a bloodline for Anawrahta of Bagan, available in 1066.
- Added a historical Chinese Imperial bloodline for the Sakanoue clan, available from 769.
- Added a Confucius bloodline for his (unlanded) descendants. Cannot be inherited matrilineally.
- Added a bloodline concerning a certain... party crasher...
- Added a generic Regency bloodline in case a regency is created by someone that doesn't belong to the Fujiwara bloodline.
- Added a generic version of Taejo's bloodline, should he die before his war ends.
- Added a generic Shogunate bloodline, in case a shogunate is created by someone other than Minamoto no Yoritomo.
- Added a special bloodline available through a certain event chain tied to the Warriors of the Rising Sun.
- Added a bloodline for successful Treasure Fleet invaders.
- Added missing Tianxia Ancestor Veneration bloodlines.

Bookmarks:
- Added several bookmarks highlighting interesting characters in the Far East for the first four start dates.

Buildings:
- Tribal crossbow ranges should now properly be available and active for Chinese, Koreanic, and Viet characters.
- Added a tribal pillar for the Yupaychaspa religion.
- Gave Wako characters access to the Japanese/Yamato/Ryukyuan cultural buildings.
- Added tribal and castle cultural buildings for Quechua culture.

CBs:
- Made it impossible for Shinto and Japonic Buddhist characters to attack the Tenno with certain CBs (primarily ones that'd take Yamashiro or unland him). Chinese Imperial rulers are excepted.
- Blocked all CBs for people that are part of the Treasure Fleet, that are preparing a Treasure Fleet, and that are due to be part of it.
- It is now possible for Chinese Imperial rulers to press weak claims on China against an emperor of China that has a Poor or Lost Mandate rating.
- The Aztec (and Inca) emperors no longer need prestige to launch Tribal Invasions, provided they've kept their respective culture and have their respective reformed or unreformed religion. This should fix the "Aztecs sit around and do nothing after landing" issue.
- The Aztec and Inca emperors can now declare tribal invasions on pagans, as their initial wars otherwise might invalidate.
- Anyone whose top liege has a government that ignores religion (Chinese/Japanese Imperial, Confucian Bureaucracy, Japanese Feudal) will now be prevented from waging holy wars and GHWs against anyone that's not a known Devil Worshipper, fixing a possible exploit.
- Shenists, Muists, Ryukyuans, and Thanists can no longer use the Pagan Subjugation CB, consistent with vanilla's civilized Hellenics.
- Holy orders and rel heads can't be subjugated with the Pagan Subjugation CB as that can cause issues.
- The "The Three Mountains" (Ryukyuan), "Invaders" (Aztecs), and "The Unconquered Sun" (Yupaychaspa) Doctrines now grant overseas county conquest, similar to the inherent Norse feature.
- Shinto (excepting the Tenno) and Japonic Buddhist characters have been prevented from pressing de jure barony claims on the Saio and the Saiin (the Imperial Priestesses) for Ise and Kamo (respectively).
- The Tenno can no longer be subjugated with the Indian Subjugation CB, and Shinto and Japonic Buddhist caharacter can now only use it within the same culture group unless it is the Tenno subjugating a Shinto ruler, making things more consistent with how the CB works elsewhere and with Caliphal Subjugation.
- Realms that don't care about religion and their vassals can no longer wage Reconquista wars.
- China can now wage tributary wars against rulers bordering Imperial Tributaries, Protectorates, and Client States, consistent with vanilla's behaviour for China and for Permanent Tributaries.
- Realms that don't care about religion and their vassals can no longer liberate religion.
- Made Chinese Imperial realms that lack Genghis' bloodline more eager to wage tributary wars against realms outside China, and made rulers with the Srivijaya and Sailendra bloodlines more eager to wage tributary wars in general.
- Opened up the Imperial Conquest CB for Chinese Taoist/Buddhist/Shenist rulers if China has no holder, though made it cost more prestige in general for all but the Emperor of China.
- Taejo of Goryeo's initial war now gives him (or his succssor) a bloodline if he wins.
- Added CBs for ending Permanent Regencies, both against the Permanent Regent alone and against the Regency Loyalist faction.
- Added CBs for other Shinto/Japonic Buddhist vassals to take over the Permanent Regency.
- Added faction CBs to force a Permanent Regency (for the Tenno and Shinto/Japonic Buddhist emperors).
- Added a CB for the starting Jin-Tang war in the IC start.
- Added a CB for the reconquest of Korea for Taejo's bloodline and its generic counterpart, requiring Koreanic culture and Buddhist/Taoist/Muist religion.
- Added a CB for the reconquest of Japan for the Tenno, the Regent, any Shogun (emperor-tier ruler), and the Regent of any Shogun, if Shinto/Japonic Buddhist. Cannot be used against the Tenno or his liege.
- Added a CB for the creation of a Shogunate.
- Added a CB for the ending of a Shogunate and the restoration of the Tenno.
- Added the War of Honor CB for members of the Warriors of the Rising Sun. Allies can't be called by either side.
- Added the Rising Sun Subjugation CB, for the Master of the Warriors of the Rising Sun, working as a Crusade (biggest contributor wins).
- Added a Punitive Expedition CB for the Treasure Fleet, used if certain things happen.
- Added a special CB for the Treasure Fleet to create tributaries.
- Added the Treasure Fleet Invasion CB.
- Added a CB related to a refusal to hand over the Sixteen Prefectures in the IC start.
- Added a CB related to the Sunrise Invasion prelude.

Council and council voting:
- Somewhat reduced Council Eunuch willingness to be Pragmatists.
- Prevented the Council from voting against the Permanent Regent or the Permanent Regent's dynasty barring a rivalry.
- Pragmatist Council Eunuchs will no longer be opposed to blocking internal wars, implementing Imperial Administration, having viceroyalities, or preventing external inheritance.

Cultures:
- Fixed some duplicate names.
- Added "castes = yes" to some cultures that needed it.
- Linked Iskander and Alexander in some places it wasn't set up properly.
- Added Wako (Wokou), Batak, Samudran, Sundanese, Balinese, Banjar, Bugi, Cebuan, Papuan, and Quechua culture.
- Added a few more dragon names.
- Dragon culture is now "Chinese enough" by default, seeing as it *is* the *Dragon* Throne...

Death:
- Added a few new death reasons, most of them violent.

Dynasties:
- Added a bunch more historical dynasties (including a ton of Lis in China...).
- Added/adjusted some dynasty names for new cultures and most cultures that were missing them previously.
- Added some Quechua dynasties, courtesy of Keizer Harm.

Game rules:
- Added a game rule controlling just what kind of draconic guests might show up during the Lunar New Year celebration (only has an effect with Supernatural events enabled).
- Added a game rule controlling how quickly Liao will settle wth their special decision and whether they'll use it at all.
- Added a game rule controlling whether Liao gets event troops when settling.
- Added a game rule controlling whether Wars of Honor can be waged against independent realms or not.
- Added a game rule controlling whether the Rising Sun Subjugation CB is available and whether the AI can use it.
- Added a game rule controlling whether Treasure Fleet Invasions can happen and if the AI can attempt them.
- Added a game rule controlling whether vassals of Chinese and Japanese Imperial realms can create kingdoms freely or not. Does not affect CM custom titles.
- Added a game rule controlling whether vassals of Chinese Imperial realms can create duchies freely.
- Added a game rule controlling when and whether the Inca can invade if you've got Sunset Invasion active.

Governments:
- Chinese Imperial can no longer grant kingdoms or empires to other government groups.
- Baron-tier rulers no longer use Confucian Bureaucracy.
- Japanese Imperial can no longer grant kingdoms or empires to other government groups but can hold temples and gains monthly piety.
- Japanese Feudal can no longer hold cities but no longer upset vassals due to raising levies.
- Japanese Monastic Feudal can no longer grant kingdoms or empries to other government groups but gain some monthly piety.

Landed titles:
- Ashoka's Chosen are no longer available for rulers that have access to the Shaolin Monks or the Sohei.
- Fixed some issues with Tengri and Bön crusade weights, including the fact that the former ignored several important kingdoms (e.g. Khazaria, which has a holy site).
- Added crusade weights for all of Tianxia's reformed pagans.
- Added/updated cultural naming for some titles.
- Reminded the Aztecs that Gizeh supposedly is the "Holiest place outside Tenochtitlan" and that maybe waging GHWs for it and considering it the capital for their rel head thus is warranted.
- The duchy of Asyut now has a capital: Asyut.
- Mzab's capital is now in the proper province.
- The empire of Kanem now has a capital: Djimi.
- Moved the Hindu holy site previously in Mathura to Angkor (Wat) so that SEAsia matters more for the religion.
- Moved the Buddhist holy site previously in Lumbini to Pajang (Borobudur) so that SEAsia matters more for the religion.
- Removed the Treasure Fleet merc band, as it would be confusing with the actual Treasure Fleet being a thing.
- Moved the capital of the Han Junks merc band to Hangzhou (was Samatata).
- Moved the capital of the Jurchen Corsairs merc band to Pahali (was Samatata).
- Added holy orders for all of Tianxia's reformed pagan religions plus the Taoist religion.
- Restricted the ability to create various Tianxia empires for the AI based on culture, similar to how vanilla handles things.
- Sukhothai is now spelled properly, fixing an issue where the mod was "literally unplayable".
- The duchy of Aru's capital is once more Aru.
- The duchy of Suvrnadvipa's capital is now Barus.
- The duchy of Kalapa is now known as Sunda if held by a Sundanese character.
- The kingdom of Kalimantan now has Banjar culture.
- The kingdom of Sarawak now has Dayak culture.
- The kingdom of Mindanao now has Cebuan culture.
- Fixed several instances of titles having color values exceeding 255.
- Many, many baronies now have specific CoAs if Buddhist (outside China) or Taoist (inside China), courtesy of Brightgalrs.
- Added recreation conditions for k_chrysanthemum_throne, should the unthinkable happen. You need to be Shinto and either have three holy sites, possess all three pieces of the Imperial Regalia of Japan, or be an Amaterasu Descendant with 500 piety.
- A certain Japanese kingdom that may or may not have been ruled by a sorcerer queen exists in the history files.
- The Yulin, Longwu, Shenwu,m and Shence Guards now grow a bit more over time.
- The Yojimbo merc company is now available for Shinto/Japonic Buddhist rulers and is no longer a vassal of the Tenno.
- Added some new titular empires relevant to the Iron Century start, Liao settling, Xi-Xia, and Treasure Fleet invasions.
- Split the kingdom of Japan into kingdoms with a much saner size.

Laws:
- Chinese Imperial emperors with a Poor or Lost Mandate rating now lose access to viceroyalities. Existing viceroyalities remain, but they cannot be handed out as viceroyalities again unless/until the Mandate rating goes up again.
- Chinese Imperial emperors with an Average or better Mandate rating now have Duchy Viceroyalties enabled at all times.
- There are now laws governing how much power the Permanent Regent has, enacted through regular decisions shifting them one step in favor of either the Permanent Regent or the Tenno/Shogun.
- Chinese and Japanese Imperial rulers no longer have access to Gavelkind.
- Viet, Kaharingan, and Sanamahi pagans can now use Eldership succession if tribal (or reformed with their unique Doctrines or Ancestor Veneration).
- Chinese Imperial, Japanese Imperial, Confucian Bureaucracy, Japanese Feudal, and Japanese Monastic Feudal no longer have access to Seniority.
- Japanese Imperial no longer has access to Primogeniture.
- Chinese Imperial, Japanese Imperial, Confucian Bureaucracy, Japanese Feudal, and Japanese Monastic Feudal no longer have access to Ultimogeniture.
- Japanese Feudal and Japanese Monastic Feudal no longer have access to Eldership or Tanistry.
- Mongol nomads belonging to Genghis' bloodline now have a special elective Kurultai succession law. Manpower and population affect voting score, along with certain other things.
- The Tenno now has a special "elective" succession law. Unless the Permanent Regent is fully empowered the Tenno is the sole voter, and the Tenno's vote decides unless the Permanent Regent actively meddles. Marriage ties and the dynasty of the mother (or father, if relevant) are quite important for the AI reasoning.
- Japanese Imperial rulers no longer permit titles to pass outside the realm at any point.
- A Poor Mandate rating now disables Protected Inheritance.
- Anyone with a Permanent Regent cannot block internal or external vassal wars.
- The Tenno can no longer revoke titles if he has a Permanent Regency, nor can a Confucian Bureaucracy Shogun.
- A Chinese Imperial emperor with a Poor or Lost Mandate rating can no longer revoke titles.
- The Tenno can no longer have Early Feudal administration.

Minor titles:
- The Designated Regent title cannot be revoked from a Permanent Regent or someone that should be the Permanent Regent.
- Sanamahi, Melanesian, Kaharingan, Ainu, and Yupaychaspa pagans now have access to the normal pagan honorary titles (Champion, etc.).
- Master Engineers are once more not useless.
- The learning requirement for Council Eunuchs is now 12, consistent with other advisors. Generated eunuchs have been updated accordingly.
- Chinese Imperial emperors can now give up to five non-forced concubines the Fei title and up to eighteen the Pin title.
- The Shogun honorary title is no longer available.
- The Shikken honorary title is no longer available.
- The Tenno can now give up to two non-forced concubines the Hi title, up to three the Bunin title, and up to four the Hin title.

Nicknames:
- Made some vanilla nicknames a bit more widely available in the Far East.
- Added a nickname concerning a certain... party crasher...
- Added nicknames related to various characters involved in an event chain concerning a certain... party crasher...
- Added nicknames for certain people you can encounter in an event chain associated with the Warriors of the Rising Sun.
- Added the "Ichi no Hiro" nickname for Fujiwara no Yorimichi. He was, after all, just the First Subject.
- Added the "Hachimantaro" nickname for Minamoto no Yoshiie. Can also rarely be gained by great warriors that are Shinto/Japonic Buddhist.
- Added a few more Water Margin nicknames for the relevant characters.
- Added a... foxy nickname for Japonic women with certain traits and high Intrigue and Diplomacy... and for some women that aren't exactly human, should Supernatural events be enabled...

Ambitions, Plots, and Factions:
- Chinese Imperial rulers that aren't part of Genghis' bloodline now have an interest in the "See the Realm Prosper" ambition.
- People that are about to join a Treasure Fleet voyage or that have embarked upon one cannot join or remain part of any faction.
- War Voting Power no longer disables faction joining for council members if there's a Permanent Regent.
- The Independence faction blocking against Mongol and Nahuatl rulers now also check for holding the Mongol Empire (will be updated to account for the breakaways down the line) and the Aztec Empire, as does the new Quechua check for the Inca Empire, meaning e.g. a Mongol Emperor of China isn't safe from the faction by virtue of having Mongol culture.
- Various blockers for the AI joining the Independence faction now get disabled if the top liege has a Poor or Lost Mandate rating. Enjoy your Mingsplosions!
- The Claimant faction now accounts for the Ryukyuan reformation Doctrines granting Equality.
- The AI now NEVER joins a faction to push another dynasty's claim on the Chrysanthemum Throne unless the Imperial Family previously lost it, and also NEVER supports a Permanent Regent's claim on it, unless they are the claimant in question or they no longer are Shinto or Japonic Buddhist.
- The "Gain Land for an Unlanded Daughter" ambition now accounts for the Ryukyuan reformation Doctrines granting Equality.
- Added factions for installing Permanent Regents for the Tenno and Shinto/Japonic Buddhist emperors that are feudal and aren't Chinese Imperial.
- Added Regency Loyalist factions, which come to the aid of the Permanent Regent if an attempt is made to depose him by force. The Permanent Regent's dynasty join this ASAP in AI hands and tend to be reluctant to leave it.
- Added a Proclaim Shogunate faction, usable against the Tenno if there isn't a Shogun already. The Permanent Regent cannot join this faction.
- Added an End Shogunate faction, usable if the Tenno is part of the same realm. The Shogun's Permanent Regent (if applicable) cannot join. The Tenno cannot be blocked from this faction.
- Added a plot to become a Permanent Regent that can be used if the Tenno or Shogun has a normal regency and you are a voter, a sufficiently powerful vassal, or part of a regency bloodline.
- Added a plot to replace the Permanent Regent with a new and more loyal Permanent Regent that just happens to be you.

On Actions:
- Chinese Strategists have been reminded that giving people lessons in the Art of War is part of their job.
- Scholar-Bureaucrats have been told that they can't slack off just because their initial employer died.

Religion and Religion Features:
- Rulers belonging to Dogmatic religions have been informed that heathenry is intolerable even if the heathen in question isn't a pagan.
- The Aztec and Yupaychaspa unique Doctrines plus the The Three Mountains Doctrine now grant overseas county conquest.
- Added the "The Unconquered Sun" unique Doctrine for the Yupaychaspa faith, granting the benefits of Stable, Unrelenting, and most of Seafarer (no river movement).
- Nestorians can now intermarry with Shenists, unless they reform in a Dogmatic manner.
- Zunists can intermarry with Yupaychaspa rulers (unless either is Dogmatic), seeing as they both worship the sun and might be "close" to their siblings.
- Hindus can now intermarry with Melanesians, unless they reform in a Dogmatic manner.
- Buddhists and Jains are no longer allowed to intermarry with Kaharingans, unless enabled by a Cosmopolitan reformation.
- Updated the color of the Ainu religion.
- Added a better interface skin for the Shenist religion.
- Added a better interface skin for the Muist religion.
- Updated the color of the Ryukyuan religion.
- Added a better interface skin for the Ryukyuan religion.
- Disabled male temple holders for the Ryukyuan religion (unless enabled by a reformation).
- Added the "seafarer" flag to the Ryukyuan religion, making them eager to raid overseas if they can raid.
- Added a better interface skin for the Shinto religion.
- Reduced the Shinto Intrigue boost to 3 (was 4).
- Shinto rulers might now be asked to defend the Tenno if he is attacked by heathens (has no effect on vassals).
- The Kaharingan religion now uses the African CoA frames and secondary event pictures.
- Added a better interface skin for the Kaharingan religion.
- Updated the color of the Kaharingan religion.
- Added the "seafarer" flag to the Kaharingan religion, making them eager to raid overseas if they can raid.
- Added a better interface skin for the Melanesian religion.
- Updated the color of the Melanesian religion.
- Added the "seafarer" flag to the Melanesian religion, making them eager to raid overseas if they can raid.
- Added a better interface skin for the Sanamahi religion.
- Added a better interface skin for the Thanist religion.
- Added the Yupaychaspa religion and a reformed version. Knowing the CK2 forum, the fact that siblings can marry is probably the most interesting bit about it.

Retinues:
- Gave Wako characters access to the same retinues as Japanese/Yamato/Ryukyuan characters.
- Added a Quechua retinue.

Scripted effects, score values, and triggers:
- The decrease_prosperity_effect effect now actually decreases Prosperity if it is below 3 (vanilla bug).
- Commanders spawned as part of a Mandate of Heaven uprising are now Peasant Leaders. I'm sure ignoring the peasant rabble is the proper course of action...
- add_secret_religion_trait_trigger_is_religion_or_old_religion_flag_clear_flag_after_effect_is_run_this_name_is_a_tribute_to_m_effect is even longer (about 6k lines now).
- add_grace_minor_effect now properly adds 200 Grace, not 250.
- detract_grace_super_huge_effect now properly removes 2000 Grace, not 5000.
- All of Tianxia's non-Ainu and non-Yupaychaspa pagans now get the Indian goldsmith artifacts.
- Hellenics now get Christian/Jewish smith artifacts.
- Bloodline religion requirements now work properly for Tianxia's religions.
- Several checks for bloodlines having flags are now set up properly.
- Cleanup of Chinese Imperial title name flags is now handled by a scripted_effect.
- Significantly overhauled the Mandate of Heaven calculations, and split it into three parts (personal, status of the realm, and misc.).
- Silk Road religion spread now checks for the province of Pisa, not the string Pisa.
- The Chinese Zodiac/Element/etc. checks used for the Lunar New Year should no longer be completely wrong.
- Tianxia pagans should now approach post-reformation conversion considerably more logically than before, as they now actually account for reformation picks.
- Updated several Chinese portrait triggers to account for various graphical cultures using chinesegfx and the fact that Han culture isn't the only Chinese culture.
- Pretender emperors that either belong to the Zhao dynasty or that call their pretender empire Song now get complimetary zhangokfutous.
- Rulers of Chinese Client States and Protectorates can now get the martial headgear used by the WP in vanilla, if they're feudal.
- Chinese makeup is now available in a few more circumstances.
- Chinese jewellery is now available in a few more circumstances.
- female_can_hold_minor_title_trigger now accounts for several more cultures and religions, plus the Ryukyuan and Bön Doctrines.
- is_virgin_trigger now checks for being a concubine, having a later stage pregnancy trait, and certain character modifiers (vanilla error).
- AI controlled Aztec and Inca emperors are now unable to use the Grace system assuming they've got the approprate culture-religion combo and the invader title tied to them.
- China no longer accepts concubine tributes if Status of Women is Full or the succession is Cognatic, Enatic-Cognatic, or Enatic.
- China no longer grants Imperial Marriages if Status of Women is Full or the succession is Cognatic, Enatic-Cognatic, or Enatic, and female dynasty members can get married/betrothed normally if this is the case.
- Many former instances of "has_regent = yes/no" are now "has_actual_regency_trigger = yes/no", to ensure that rulers with a Permanent Regency aren't prevented from doing some things they're supposed to be able to do.

Societies:
- Japonic Buddhists can no longer join the Savaka-Sangha. If you are a member and become Japonic, you may still remain in the society.
- Japonic Buddhists can now join the Ghost Gatherers (Shinto/Ryukyuan/Ainu DWs).
- Chinese/Viet/Tangut/Kaifeng/Khitan/Mongol Buddhists can now join the Underworld Triad (Taoist/Shenist/Thanist DWs).
- Yupaychaspa rulers can now join the Sacrificers (Dayak/Melanesian DWs).
- Koreanic Buddhists can now join the Procession of Pox (Muist DWs).
- Shinto, Ryukyuans, Japonic Buddhists, and Japonic Christians (that aren't part of a holy order or rel heads) now have access to the Warriors of the Rising Sun (requiring Holy Fury) if they're tribal or feudal. Some event characters might also join despite not living up to this, and Japonic Taoists and Hindus are not evicted. Make sure you act with honor!
- Shinto and Japonic Buddhists now have access to the Fellowship of the Kami, a new Monastic Order available with Monks and Mystics.

Traits:
- A few more cultures can result in Chinese commander traits when traits are randomized.
- Amaterasu Descendants are now appreciated by Shinto characters, not co-religionists regardless of religion.
- All of Tianxia's reformed pagans now have Crusader traits.

Tributaries:
- Peripheral tributaries now break on the death of the suzerain.
- Chinese Client States can no longer get out of defending China due to their contract saying that they both must and don't must defend their suzerain.

Wonders:
- Added Borobudur in Pajang.
- Added the Shwedagon Pagoda in Dagon.

Decisions:
- Optimized several decisions a bit.
- Many decisions (feasts, hunts, pilgrimages, etc.) have been blocked for rulers preparing or about to embark on a Treasure Fleet voyage, as things otherwise can break quite badly.
- Holy order rulers can no longer convert religion using decisions. Stop being silly!
- Chinese Imperial, Confucian Bureaucracy, and Japanese Feudal Buddhists no longer have access to the decisions to convert to Hinduism or Jainism. You can still convert using other means.
- Realms that don't care about religion and their vassals can no longer take part in the Reconquista (except if they are the primary defender).
- Restoring the Byzantine Empire is no longer an option for vassals (vanilla error), but eligible characters aren't prevented from doing it if they've somehow vassalized the Tenno (Tianxia error).
- Japonic rulers can no longer create Ashoka's Chosen; they've got the Sohei.
- Chinese ruler can no longer Create Ashoka's Chosen; they've got the Shaolin Monks.
- The Tenno no longer sees the decision to adopt Chinese Imperialism, seeing as that's a barbarian government of no interest to the Chrysanthemum Throne.
- It is no longer possible to adopt Chinese Imperialism if you have a regent.
- Only Japonic Buddhists need to care about the Tenno when considering whether to become Chinese Imperial (the Shinto religion is unable to get the government, so no need to check that).
- Creating a pretender empire now gives you Imperial Administration and Duchy Viceroyalties.
- Creating a pretender empire now gives a weak inheritable claim on China.
- AI Japanese and Yamato Buddhists no longer care for creating pretender empires. They've got their own government stuff to enjoy!
- AI characters that don't have a culture that's only eligible for Chinese Imperial when the cultural restriction is disabled no longer care for creating pretender empires.
- The decision for tributaries to break away now properly checks Chinese Protectorates not "protectoraye"s.
- Jurchen characters no longer need prestige to use their decisions to convert from Tengri to Buddhism or Taoism.
- It is now easier to create Jurchen Jin, particularly if you hold land in the China region or China's de jure.
- Added a title decision for Khitan rulers with a pretender bloodline (a.k.a. Liao) to settle as Chinese Imperial.
- Tiger hunts can no longer take place on islands that don't have tigers, and the Manchurian, Korean, and Chinese "jungle" is now correctly referred to as a forest.
- Japonic Buddhists now use a different decision when going on a pilgrimages, which sends them to an event suggesting that maybe there are pilgrimages near home they might like.
- If you've jumped through all the necessary hoops it is now possible to restore the Roman Empire as a pretender emperor, in which case the Roman Empire inherits the pretender name you're using (e.g. "Liang").
- It is no longer impossible to restore the Roman Empire if you've somehow vassalized the Tenno.
- The special decision to recreate China as a Chinese Imperial ruler now requires provinces in the China region that aren't in Dali or Taiwan.
- The special decision to recreate China as a Chinese Imperial ruler can no longer be taken with a Poor or Lost Mandate rating.
- You no longer get free Chinese arifacts if you recreate China.
- Other pretender emperors now get weak inheritable claims on China when China is reacreated with the special decision.
- You now properly get Primogeniture, Imperial Administration, and Duchy Viceroyalties when recreating China with the special decision.
- Added a decision for Chinese Imperial rulers, Taoists, Shenists, and Chinese Buddhists to celebrate the Lunar New Year. You might want to look to the skies, should the Year of the Dragon be beginning and Supernatural events be enabled...
- Added a decision related to a certain... party crasher...
- Added a decision for a Chinese Imperial Emperor of China to prepare and send out a Treasure Fleet.
- Added decisions for vassals to ask to join the Treasure Fleet, to change their mind about joining, and to head home early.
- Updated the decision to move China's de jure capital to make the starting dynasties of various realms in the Iron Century start pick suitable capitals if they get the Dragon Throne.
- Chinese JD characters are now better if the realm they originated from has an Unquestioned Mandate rating.
- It is now possible to recruit Chinese Physicians if you have both JD and RD and you have land in China or your top liege is the Emperor of China.
- Disabled the decisions to convert between "Chinese enough" religions for the AI, both for consistency with the Dharmic conversion decisions and for a small performance increase.
- Added a targeted decision to make women that are part of the Emperor of China's dynasty available for regular marriage, available if they're your descendant and in your court.
- Added a number of decisions related to plots/factions concerning Permanent Regents and Shoguns.
- Added a decision for the Tenno's Permanent Regent to meddle in the succession (the AI checks it using an event on_yearly_pulse).
- Added a decision for the Tenno to nullify succession meddling (the AI checks it using an event on_yearly_pulse).
- Added a decision to increase or decrease the Permanent Regent's powers.
- Added a decision for the Permanent Regent to appropriate some of their liege's money, for the good of the realm.
- Added a decision for Shinto/Japonic Buddhist emperors of Japan to de jure drift Ezo (k_yezo) and Ryukyu for money.
- Added a decision for the Permanent Regent to transfer a vassal from their liege's control to their control, for the good of the realm.
- Added a decision for the Permanent Regent to replace their liege's spouse with a kinswoman, for the good of the realm.
- Added a decision for the Shogun to transfer a vassal (that isn't the Permanent Regent) from the Tenno to their control, for the good of the realm.
- Added a decision for the Tenno to give a kins(wo)man the Minamoto surname, permanently excluding them and their offspring (barring an intermarriage) from the succession. Not used by the AI as it'd risk wiping out the Imperial Family through sheer stupidity.
- Added a decision for the Permanent Regent to release a prisoner from their liege's dungeon, for the good of the realm.
- Added a decision for the Permanent Regent to execute a prisoner in their liege's dungeon, for the good of the realm. Cannot be used against their liege's dynasty, and the Permanent Regent counts as the killer for Kinslayer/etc. checks.
- Added a decision for the Permanent Regent to transfer a title (that isn't a primary tier title or k_chrysanthemum_throne) from their liege's control to their control, for the good of the realm.
- Added a decision for the Shogun to transfer a title (that isn't a primary tier title or k_chrysanthemum_throne) from the Tenno to their control, for the good of the realm.
- Non-Japonic Buddhists cannot celebrate the Hanami any longer.
- Shinto characters can now go on a pilgrimage to the Chrysanthemum Throne (if not the Tenno), Ise, the Kumano pilgrim route, or Mount Fuji, if Monks and Mystics is active.
- Japonic Buddhists can now go on a pilgrimage to Shikoku or Mount Koya, in addition to the normal Buddhist holy sites, if Monks and Mystics is active.
- The Tenno can now appoint Imperial Priestesses to the Ise and Kamo shrines.
- Added a decision for Xu Zhigao to rename himself Li Bian and claim the Tang legacy.
- Yamato and Wako characters might also consider Seppuku and Jigaki, but rulers that aren't Shinto or Buddhist no longer have access to those decisions.
- Added several decisions related to the new societies.
- Added several new artifact decisions tied to certain artifacts that can be earned by doing something quite impressive indeed...
- Added decisions to found the Sohei and the Sons of the Dragon, as well as standard decisions for various new pagan holy orders.

Events:
- Added over 2000 new events, mainly related to China, Japan, and the Sunrise Invasion.
- Blocked some event chains and sub-chains for people that are preparing or about to join a Treasure Fleet, as things otherwise can break.
- Meddling mothers cannot longer replace the Permanent Regent.
- Discovered murder attempts against people in hiding no longer have twice as large Grace penalties in multiplayer games.
- Holy orders can no longer build castles in land belonging to a Chinese or Japanese Imperial realm or a realm ruled by a Shinto/Japonic Buddhist ruler that's got the Tenno as a vassal.
- Haruspicy events now work for Tianxia pagans that have it as an inherent feature (Kaharingans and Ainu).
- Shenists now properly get (Western, for now) Zodiac signs assigned on birth.
- Certain Astrology + Haruspicy + Autonomous events can now fire properly when relevant Tianxia Doctrines have been selected.
- Yupaychaspa reformers that pick Dogmatic and Temporal can now become high gods as well.
- Ancestor Veneration should no longer be broken for Tianxia's pagans, as they now actually have relevant bloodlines.
- It is now possible to ger artifacts in a flavour event when crusading against Tianxia religions.
- Chinese guests now check for the right kind of tributaries when deciding whether to show up.
- Special JD characters no longer get to slack off because offmap China isn't a thing.
- Some region checks during the kowtow have been updated to work with the new region setup in Japan.
- Shinto rulers no longer struggle quite as much with converting Buddhist provinces.
- Added some events concerning the Sixteen Prefectures and the possibility of them not being handed over.
- Lover events that should use event targets now use event targets.
- Japonic Buddhists no longer think that scimitars are more awesome than regular swords. Of course, katanas would just be better, if we had them...
- Shinto, Japonic Buddhist, and Tengri rulers can no longer request maces or axes from weaponsmiths, but they can get bows instead, for greater artifact diversity (and to avoid WotRS characters forging weapons they can't use).
- Smiths no longer create a Circlet of the Heavens when they should create a Circlet of the Sun (vanilla bug).
- Adjusted the chance of Islam spreading in Indonesia a bit.
- Religions that reform with a Doctrine granting Divine Blood should no longer get Incestuous Adulterer/Adulteress modifiers, seeing as they don't care about incest.
- Council Power factions should now be properly blocked from making a Chinese or Japanese Imperial realm Elective.
- AI characters will no longer convert religion to keep Chinese Imperial if they're Zealous.
- AI willingness to convert to keep Chinese Imperial now checks for the more restricted set of cultures even if the game rule is set to let all cultures be Chinese Imperial, meaning e.g. a Russian Taoist that converts to Sunni won't convert back to Taoist.
- Updated AI Chinese Imperial naming logic to work for various dynasties relevant during the Five Dynasties and Ten Kingdoms period, as well as Xi-Xia.
- Updated temple names to cover a few more historical temple names where relevant.
- Set up starting Mandate levels for Chinese Imperial rulers in the first four start dates.
- Chinese Physicians can now appear from time to time with JD and RD active.
- Moved yearly Grace gain for tributaries to on_yearly_pulse.
- Fixed some issues with the Grace events.
- Improved Hanami logic slightly.
- Added a bunch of events related to the Lunar New Year.
- The player is now informed if someone else's Mandate rating changes.
- Mandate revolts now only target pretenders that have Lost the Mandate of Heaven, while the actual Emperor of China also can get them with a Poor Mandate rating.
- The Mandate revolt leader is now a Peasant Leader but has slightly better stats overall.
- The value of the Silk Road now changes a bit depending on the Emperor of China's Mandate rating.
- Added a bunch of events related to the new Permanent Regency and Shogunate mechanics.
- Added some Wako events.
- Added some events to rarely get Japanese/Yamato/Wako courtiers to swap between Buddhist and Shinto.
- Added some events where you might get a new female courtier as a Japonic or Shinto ruler or a ruler with a province in Japan/Ryukyu/Yezo. If Supernatural events are enabled, this woman may or may not be hiding a tail or nine...
- Added a few events concerning a woman with unusual hair that might show up in Japan/Ryukyu/Yezo if Supernatural events are enabled.
- Added some events concerning foreigners washing up on your shores for Shinto/Japonic Buddhist rulers in Japan/Ryukyu/Yezo. They might be trouble, or not.
- Added Shenist mourning events.
- Added events for Shinto and Japonic Buddhist pilgrimages.
- Added events related to the Treasure Fleet and its voyage.
- Added events for the Warriors of the Rising Sun.
- Added events for the Sunrise Invasion and various things related to the Yupaychaspa religion, such as the Aclla and a holy order.
- The Aztec landings now use unsafe_war, to make them less likely to break.
- Added some new artifact events concerning certain new artifacts, most of them talkative...

Graphics:
- Added a large number of title CoAs, most of them courtesy of Brightgalrs and Keizer Harm.
- Added Yupaychaspa dynastic coat of arms, courtesy of Keizer Harm.
- Cleaned up some bad event pictures.

History:
- Made significant changes to nearly every character history file in the mod. Yes, really.
- Made changes to over half of the province history files in the mod (culture adjustments, religion adjustments, holding number adjustments).
- Adjusted technology slightly in the south.
- Made significant changes to the vast majority of the title history files in the mod. Yes, really.
- Added some wars in the Iron Century start.

Localisation:
- Added and updated a bunch of localisation.

Map:
- Changed some geographical regions a bit and added a few more.
- Added five new sea zones between India and Sumatra (one of them split off from an existing sea zone).

Barring any major surprises as far as bugs go or something preventing it from being posted, the patch should be posted Saturday August 22 (depending on time zones and exactly when it is posted, it could be Friday or Sunday somewhere in the world).
 
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Tetragrade

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Why are axes and maces considered dishonourable by the Warriors of the Rising Sun? Seems kind of random.
 

Silversweeeper

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Why are axes and maces considered dishonourable by the Warriors of the Rising Sun? Seems kind of random.

The idea is to have the WotRS use more-or-less the weapons a samurai would use (though any kind of sword/spear/bow (but not crossbow) will do, instead of just ones that'd be around in the relevant area) and not weapons that they'd not really be using (well, maybe discounting exceptional circumstances), as they take some pride in being proper civilized warriors and not just any random barbarian that wants to fight. An axe is a craftsman's tool, and a craftsman is obviously not a real warrior, and a mace is sort-of a hammer (it's closer to a hammer than a sword or spear, at least) and thus also a craftsman's tool, and thus they're at the very least unsuitable for actual warriors even if they probably are more honourable than a gun.

Coupled with the changes to smith artefact creation choices, very few characters in Japan proper should notice the change under normal conditions, seeing as they would have to loot/inherit/be given an axe/mace (or crossbow/gun) to get one. Ryukyuans and Japonic Christians (and event characters and anyone that converts after joining) with access to the society are more likely to notice, since they can create axes and maces, but the former is normally only going to be a handful of characters (there's a grand total of six Ryukyuan counties, and in AI hands they're extremely unlikely to be able to expand, seeing as they've got few intermarriage options to get claims with (and can't raid unless you make raiding Unrestricted, so getting a claim through a concubine isn't particularly feasible), don't fabricate claims in AI hands, and normally don't have other CBs to grab land with prior to reformation (county conquest requires a neighbour unless they reform with The Three Mountains, they don't have holy wars while unreformed, and they don't have access to the Pagan Subjugation)) and the latter is pretty unlikely to occur without player intervention (though, given the AI's "special" brand of logic when it comes to education there'll probably be a Yamato HREmperor at some point without the player doing anything to help that along).

I suppose it'd be possible to add a game rule to permit axes/maces, if that's desirable, but I'm not sure it'll be feasible to do that before the post-release bugfix patch as some other things (testing, finding and fixing bugs, optimization) need to take precedence at the moment, and if I remember correctly WotRS members running around with axes and maces would result in some odd flavour text in places as their events were written assuming they'd not have those weapons.
 
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Judicatio

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Why didn't i get a bloodline when I'm managed to reunited china. I only have the pretender bloodline which i got when i formed Chinese Imperial government.
 

Silversweeeper

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Why didn't i get a bloodline when I'm managed to reunited china. I only have the pretender bloodline which i got when i formed Chinese Imperial government.

Seeing as China starts united (if not in control of its whole de jure) in the only supported start (Stamford Bridge) in the latest public release, how exactly did you reunite China (it's not impossible to do it in Stamford Bridge, but just how you went about things is important for troubleshooting)?

Have you actually obtained the e_china title? If not, that'd explain it.

Were you Chinese Imperial at the time when you obtained the e_china title? If not, that'd explain it.

Are you running any other mods (aside from one or more parts of the Tianxia Content Pack)? If so, that might explain it.