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Is the Yue culture supposed to be the pre-Chinese Yue?

I'm not sure about the specifics since it was added to the mod well before I joined the team.
 
I really hope you guys will change the de jure setup of kingdoms. Qi in Shaanxi makes no sense. Even if it was meant to represent Huang Chao's regime, it's completely mispalced. No provinces in it were ever controlled by Huang Chao.
 
I really hope you guys will change the de jure setup of kingdoms. Qi in Shaanxi makes no sense. Even if it was meant to represent Huang Chao's regime, it's completely mispalced. No provinces in it were ever controlled by Huang Chao.

I believe it is based on this Qi, considering its location and that we've got a similar setup to the map on that page in other regions.
 
I believe it is based on this Qi, considering its location and that we've got a similar setup to the map on that page in other regions.
Even so, Qi should lose lands at the expense of Xia (in exchange Xia should lose de-jure provinces in Tibet, they never controlled those). Also, the lack of Jin is a major ommission.
 
Even so, Qi should lose lands at the expense of Xia (in exchange Xia should lose de-jure provinces in Tibet, they never controlled those). Also, the lack of Jin is a major ommission.

We try to avoid messing with vanilla de jures as a rule (at least when it comes to removing things or moving things around), so I don't know if changes to Xia is something that will happen (considering that that particular de jure was discussed in the past and it was decided against changing it, I'm suspecting it won't happen), particularly since that would create two or three very small kingdoms in the area (which can create various issues due to gavelkind, AI vassals too easily creating kingdoms, liberation revolts, and other things).

As for Jin, maybe that's something that will be added, but since de jure changes are trivial (aside from the CoA) to do at some point in the future I've just gone with whatever we had before unless a kingdom simply got too large (which wasn't the case for k_yan, which is where a good portion of Jin would be located; a split would risk having a very small Jin and a fairly small Yan) and I had an idea for what to add (which was the case for the split of k_burma, k_palembang, k_maynila, and k_pomo) and it wasn't something that we've been discussing on the team without managing to reach a conclusion about what we'll be doing (which is the case for k_japan, which lives up to the other two conditions (being too large and being a kingdom we have some ways to split up)).

It should also be mentioned that the Five Dynasties and Ten Kingdoms period isn't something that's playable since it falls between the 867 and 1066 start dates (and thus isn't selectable at all), so while the kingdoms in de jure China (which doesn't include k_xixia) are named for those kingdoms (at the moment; maybe we'll go for something based on the Tang circuits, the Yuan administrative divisions, something based on the Liao and Song circuits, the Ming, or even the Qing divisions (or something from well before the Tang dynasty, even), or we'll mix them, or we'll have it vary a lot based on start dates (unlikey), or we'll do something completely different) the omission of Jin (the FDaTK one, not Jurchen Jin) or inclusion of (FDaTK) Jin won't have any bearing on the historical setup (well, aside from the fact that if you decide to create a custom kingdom of Jin or rename something to Jin your regnal numbers won't count any historical rulers of Jin).
 
I think it should be a combination of the above, as well as sort of cohesive areas of power. If China balkanised, where would nations most likely form? Basically, economically powerful areas divided by rivers/mountains, areas of little economic potential, or cultural borders. If you looked at a map of Europe without any knowledge of the states of Europe, you would expect mountainous Switzerland to be a border territory, and it technically is, between French, Italian and German cultures.
 
@Keizer Harm
regardless of whether or not that is true, it is certainly not a particularly efficient way to divide the map. i dont know how feasible it is to look up all the "economically powerful areas" instead of just follow actual historical maps, which should be either be that of the Zhou era or the administrative divisions of the subsequent dynasties if we are to use those instead of kingdoms. the existence and territorial extents the 10th century states are the results of a myriad of factors, not least because of the different abilities of fortunes of their rulers. it is not possible to chalk it all up as because the regions coalesced themselves naturally in such ways because of cultural and economic reasons.
 
@Keizer Harm
regardless of whether or not that is true, it is certainly not a particularly efficient way to divide the map. i dont know how feasible it is to look up all the "economically powerful areas" instead of just follow actual historical maps, which should be either be that of the Zhou era or the administrative divisions of the subsequent dynasties if we are to use those instead of kingdoms. the existence and territorial extents the 10th century states are the results of a myriad of factors, not least because of the different abilities of fortunes of their rulers. it is not possible to chalk it all up as because the regions coalesced themselves naturally in such ways because of cultural and economic reasons.
I am iffy about using provinces, because province boundaries are just as often drawn to stop any individual province from becoming too powerful, especially in a very centralised state like China.

I think the 10th-century divisions are okay... Not much to be said against them. Yep, they formed in part due to randomness, but that kind of balkanisation is the kind that will be required in order to turn the Empire of China into a collection of kingdoms, so it is at least an analogue.
 
I think the 10th-century divisions are okay... Not much to be said against them. Yep, they formed in part due to randomness, but that kind of balkanisation is the kind that will be required in order to turn the Empire of China into a collection of kingdoms, so it is at least an analogue.

and how much is 'in part?' one of the reasons the breakup of the 5d10k era corresponds so well to the historical demarcation of the empire was because virtually every rulers started out as jiedushi and were given control over administrative regions. and when they fight over each other's lands, of course those gains and losses would also neatly conform to the de jure regions. in contrast, look at the peasant revolts that ended the yuan dynasty. their territories were all over the place. so how do we know which is the predominant reason, economic or political or historical?
 
Development Diary 20: Mapping Mongolia and Manchuria
Dev Diary 20 - Mapping Mongolia and Manchuria (+ minor tweaks to Korea)

As has been tradition for a while, this is another map dev diary.

New additions:
ck2_55.png


The Korean Peninsula (including related islands), non-vanilla Mongolia, Manchuria, and Sakhalin together consist of 121 provinces. The Korean Peninsula has seen minor changes since the previous version (I believe there are three or four new provinces), while the rest has been fairly extensively reworked aside from Sakhalin (which is unchanged). Due to the fact that it is basically impossible to find good maps of the area north of China/Korea/Japan in the era (and the fact that a good part of the area would have immersion-breaking Russian names if a modern map was used), many of the provinces are quite large out of necessity.

De jure empires:
ck2_56.png


De jure kingdoms:
ck2_57.png


De jure duchies:
ck2_58.png


Culture:
ck2_60.png


Religion:
ck2_59.png

Close-up on the Korean Peninsula:
De jure kingdoms:
ck2_61.png


De jure duchies:
ck2_64.png


Culture:
ck2_62.png


I've highlighted the fact that Jeju culture can be found in Jeju (and only Jeju) since it is really hard to see.

Religion:
ck2_63.png

We will not be adding any more provinces to the map as of right now (and polishing of current province boundaries isn't a priority either). Maybe we'll add some down the line, but it depends on various factors, and since the current provinces cover the important parts of the map and we already have a massive number of baronies we need to add/check and various other things that need to be taken care of before the current setup is done (including, you know, actually having title history files so that various realms exist...) we will be focusing on that instead of adding more provinces.


Also, since it was asked about recently, here's a list of the current holy sites for our religions (and the Taoist ones, since most of those are in China now):
Taoist:
Jiuquan, Wuhou (Chengdu), Dengzhou (on the tip of the Shangdong Peninsula), Tanzhou (Changsha), Qiongzhou (in Hainan)

A united Taoist China will easily sit at 60-70 MA (depending on whether Jiuquan (which isn't de jure) is controlled or not), but if China fragments into realms following different religions, gets overrun by another religion, or starts losing certain border territories MA is likely to be hurt.

Shinto:
Yamashiro (Kyoto), Izumo (southern Honshu), Awa (northern Shikoku), Nagano (slightly north of the halfway point of Honshu), Hitachi (slightly further north and east than Nagano).

Japan won't normally have MA issues, particularly not since Shinto is an organized religion led by the Tenno. Of course, if Japan itself somehow converts, Shinto MA will pretty much instantly evaporate.

Ainu:
Kamikawa (Hokkaido), Akita (near the northern tip of Honshu), Yamashiro, Yongcheon (northern Balhae), Ulleung (off the eastern coast of Korea, de jure Goryeo)

Reforming the Ainu religion will be challenging, to say the least. Japan is significantly stronger than you and controls two of the holy sites, and the Korean kingdoms won't be pushovers either (particularly not Goryeo). Oh, and Japan has de jure claims on all of Hokkaido so have fun with that if they get Military Organization 4.

Muist:
Yongcheon, Hanseong (Seoul), Jeju (off the southern coast of Korea), Tsushima (de jure part of Japan), Bisa (on the tip of the Liaodong Peninsula)

Reforming the Muist religion poses some challenges. One of the holy sites sits in de jure China (and holding land in de jure China is considered a valid reason for the Emperor of China to refuse Boons if he is Ambitious, Proud, or Brave (and not Content, Humble, or Cynical), so getting a Peace Deal is going to be problematic) and another is under the de jure and de facto control of Japan (which has more counties in its de jure than all of Korea (including Balhae)). However, three holy sites are technically "free".

Ryukyuan:
Chuzan (central Okinawa), Taipei (northern Taiwan), Jeju, Tane (off the southern coast of Kyushu, de jure part of Japan), Qiongzhou

Reforming the Ryukyuan religion is another challenging goal, but anything related to the Three Mountains should of course not be easy. In the early starts, Jeju might be relatively easy to take with a claim (the island is de jure part of Baekje, which is one of the weaker kingdoms in Korea, and starts out as a tributary to them pre-1066), assuming nobody in the area conquers the island and that it doesn't become a tributary of China (you might have a chance to get around that if you also become a tributary, but all of Ryukyu is too far away for China to consider it unless Taiwan becomes a tributary or you hold land in Taiwan), but from 938 (and thus in 1066) it is a tributary of Goryeo (which has united the Korean Peninsula at this time) and it becomes a full subject of Goryeo in 1105. As for Tane and Qiongzhou, they're controlled de jure and de facto by Japan and China respectively, both of them significantly stronger than you (and holding land in China will make getting Peace Treaties difficult).

Shenist:
Chang'an (northwestern de jure China), Wuhou, Hefei (along the Yangzhe River, relatively near the coast), Penghu (de jure Taiwan, so not de jure China), Qiongzhou

The main obstacle to reforming the Shenist faith is getting enough piety and surviving any unruly vassals that revolt after you convert, assuming you start as China. You will probably need to fabricate a claim on Penghu, too, which could be frustrating if the RNG isn't with you, but it shouldn't be a major issue.

Thanist:
Dai La (northern Vietnam, capital of Annam), Indrapura (central Vietnam, capital of Champa), Qiongzhou, Angkor (Cambodia/Khe), Luang Prabang (Lan Xang)

Reforming the Thanist faith will be relatively challenging (though not as challening as an Ainu reformation). Qiongzhou is, as already mentioned, de jure and de facto part of China, so that will be challenging to take, and both Angkor and Luang Prabang are de jure and (post-850) de facto part of the Khmer Empire (with the former being the de jure capital), which, while weaker than China, isn't likely to be a pushover.

Sanamahist:
Pagan (capital of Ava, central Burma), Thaton (northern Pegu), Kyaitong (capital of Shan), Angkor, Laksmanavati (capital of Bengal)

A Sanamahist reofrmation is probably slightly easier than a Thanist one, since a united Burma (even without Dali, which might be hard to take due to China having interests in the region) will give you three holy sites (a united Vietnam only gives you two Thanist holy sites) and you can choose to head into Bengal rather than facing the Khmer Empire if that seems preferable.

Melanesian:
Taipei, Batangas (central Maynila), Donggala (capital of Pomo (Sulawesi)), Kendal (central Java), Lamuri (capital of Lamuri, in northern Sumatra))

The Melanesian holy sites are spread over a wide area (as is the religion itself), and with Nusantara (ruled by the Srivijaya, Saliendra, and Mauri dynasties, pre-1286) having de jure claims on all holy sites but Batangas and Taipei it will probably be a challenge if you don't start as Nusantara.

Kaharingan:
Samtoy (northern Luzon), Kutai (eastern Borneo, de jure part of Kalimantan), Kendal, Natuna (de jure part of Riau)

A Kaharingan reformation will also be a challenge. All counties following the religion are de jure part of Nusantara, as are all holy sites but Samtoy.


It isn't certain when the next dev diary will be coming, nor what it will cover, but hopefully you won't have to wait too long for it. However, you shouldn't expect it to be something particularly major, since pretty much all recent work has been dedicated to either the map, things related to the map, or 3.0 compatibility (and quick additions to 3.0) and we thus don't have any big new things.
 
You guys are never going to fix this gigantic Geoje island? Or generally the coastlines.

Small islands tend to be blown up on the CK2 map so that you can see them (look at Venezia for a great example). Also, as far as map modding goes, we currently don't really have anyone (that is active) on the team that's good at it (drawing province boundaries is pretty much the extent of my abilities), so unless we get someone that's good at it and we have the time to redo the map (as mentioned, we have other priorities right now) there won't be any changes to the coastlines, islands, or general topography.
 
Development Diary 21: Unique and Special Reformation Doctrines
Dev Diary 21 - Unique and Special Reformation Doctrines (+ other minor additions)

It is time for the first non-map dev diary in a while (though there will be a few map screenshots). Various map-related things (adding proper positions, adding seven baronies for each province, etc.) are still being worked on, and we've still got to add rulers to a lot of places to even have proper top-level borders.

WIP Tianxia history.png


The above is roughly how the map currently would look if we just added back the title history files for titles with the same names as we had in the previous version (which can lead to errors; there's a Xi-Xia province in Taiwan since the associated county name can be found there). Some later start dates would look even worse than the above in some areas, and the above hasn't been checked for anything other than "Does a title with this name exist?" and "Is the liege title something that exists?", so we still have some distance to go before we have proper history files even when it comes to independent realms.

The Silk Road (and, to a much lesser extent, Trans-Sahara Trade Route) has been expanded a bit from vanilla. It is still a bit WIP, and we might cut a few bits here and there or redraw parts of it.

ck2_map_2.png

ck2_2.png

As mentioned, our positions still are far from complete, which creates some rather noticeable issues.

The current list of Silk Road trade post counties:
# Vanilla
province_id = 1491 # Purang
province_id = 1498 # Lhasa
province_id = 1478 # Kathmandu
province_id = 1359 # Mathura
province_id = 1365 # Delhi
province_id = 1448 # Dunhuang
province_id = 1440 # Khotan
province_id = 1439 # Kashgar
province_id = 678 # Trapezous
province_id = 764 # Antiocheia
province_id = 802 # Alexandria
province_id = 596 # Tana
province_id = 667 # Tabriz
province_id = 693 # Baghdad
province_id = 649 # Basra
province_id = 646 # Esfahan
province_id = 641 # Hormuz
province_id = 630 # Merv
province_id = 1180 # Udabhanda
province_id = 1297 # Debul
province_id = 1127 # Navasarika
province_id = 1220 # Goa
province_id = 1114 # Mahoyadapuram
province_id = 1221 # Vijayawada
province_id = 1446 # Kara Khoja
province_id = 868 # Muscat
province_id = 719 # Mecca
province_id = 1338 # Multan
province_id = 1369 # Socotra
province_id = 858 # Aden
province_id = 903 # Samarkand
province_id = 1185 # Kabul
province_id = 1129 # Kataka
province_id = 1318 # Samatata
province_id = 1297 # Debul
province_id = 1163 # Varanasi
province_id = 1154 # Laksmanavati
province_id = 1151 # Magadha
province_id = 1481 # Paro
province_id = 1115 # Cholamandalam
province_id = 1288 # Ujjayini
province_id = 796 # Cairo
province_id = 1362 # Lahur
province_id = 728 # Damascus
province_id = 774 # Jerusalem
province_id = 620 # Itil
province_id = 1794 # Yangikent
province_id = 775 # Jaffa
province_id = 633 # Gurgan
province_id = 664 # Qazwin
province_id = 644 # Shiraz
province_id = 1797 # Almaty

# Added vanilla provinces
province_id = 496 # Constantinople
province_id = 333 # Rome
province_id = 561 # Theodosia
province_id = 750 # Nikaea
province_id = 741 # Nikomedeia
province_id = 483 # Rhodos
province_id = 757 # Famagusta
province_id = 745 # Smyrna
province_id = 474 # Cephalonia
province_id = 356 # Venezia
province_id = 468 # Ragusa
province_id = 339 # Messina
province_id = 935 # Amalfi
province_id = 327 # Pisa
province_id = 233 # Genoa
province_id = 652 # Al Hasa
province_id = 718 # Medina
province_id = 1443 # Karashar
province_id = 1513 # Jiuquan
province_id = 730 # Palmyra
province_id = 1142 # Pratishthana
province_id = 1215 # Dakhina Desa

# Added Tianxia provinces
province_id = 2861 # Chang'an
province_id = 2804 # Wuhou
province_id = 2691 # Litang
province_id = 2639 # Mong Yang
province_id = 2632 # Pagan
province_id = 2619 # Pegu
province_id = 2657 # Dali
province_id = 2655 # Pu'er
province_id = 2643 # Kyaingtong
province_id = 2566 # Haripunchai
province_id = 2558 # Lavapura
province_id = 2550 # Chaiya
province_id = 2268 # Lamuri
province_id = 2608 # Luang Prabang
province_id = 2573 # Angkor
province_id = 2571 # Chantaburi
province_id = 2685 # Dai La
province_id = 2698 # Zhenzhou
province_id = 2671 # Indrapura
province_id = 2596 # Champassak
province_id = 2669 # Vijaya
province_id = 2577 # Oc Eo
province_id = 2537 # Temasek
province_id = 2292 # Pelalawan
province_id = 2540 # Melaka
province_id = 2281 # Panai
province_id = 2305 # Palembang
province_id = 2322 # Kalapa
province_id = 2867 # Hong'an
province_id = 2769 # Tanzhou
province_id = 2724 # Guangzhou
province_id = 2707 # Hong Kong
province_id = 2829 # Fu
province_id = 2736 # Changle
province_id = 2851 # Hefei
province_id = 2753 # Hangzhou
province_id = 2844 # Guangling
province_id = 2876 # Luoyang
province_id = 2882 # Kaifeng
province_id = 2889 # Linyi
province_id = 2914 # Dadu
province_id = 2934 # Hanseong
province_id = 2944 # Naju
province_id = 2923 # Liaoyang
province_id = 2955 # Busan
province_id = 2940 # Jeonju
province_id = 2975 # Pyeongan
province_id = 2449 # Chikuzen
province_id = 2481 # Settsu
province_id = 2485 # Yamashiro
province_id = 2484 # Yamato
province_id = 2436 # Chuzan
province_id = 2734 # Quanzhou

In the last dev diary, I briefly went through the holy sites as they were at that point. There have been a few changes since then; Ryukyuan now has Taipei, Shimajiri (southern Okinawa), Jeju, Hyuga (eastern Kyushu), and Kii (central Honshu) as its holy sites, and Shinto now has Yamashiro, Ise (central Honshu), Buzen (northern Kyushu), Hitachi, and Shimajiri.


Now, on to the main topic of this dev diary: Reformation Doctrines.

As in the case of vanilla pagans with HF, Tianxia pagans with HF that reform will get to customize their faiths, and all of them have access to unique Doctrines. In the case of the Sanamahi, Kaharingan, Melanesian, and Ainu faiths, there's just one unique doctrine each.

ck2_3.png


Sanamahi - Ancestor Veneration + Animist.

ck2_5.png


Kaharingan - Haruspicy + Ancestor Veneration

ck2_6.png


Melanesian - Sea-Bound (minus river movement) + Animistic

ck2_7.png


Ainu - Haruspicy + Animistic


Given that there still are four pagan religions left, there's obviously something different about them. What is different isn't that they don't have unique Doctrines; rather, they potentially have access to more than one special Doctrine.

ck2_9.png


Equality + Unrelenting

ck2_10.png


Equality + Sea-Bound (minus river movement)

For the Ryukyuan religion the two choices are "The Three Mountains" and "Children of the Seas". The first of these is, as you might suspect, a reference to the EU4 achievement with the same name (which requires conquering the world as Ryukyu), while the latter probably is more historically plausible. As the ahistorical choice might not be to everyone's liking, there is a game rule controlling the availablility of this Doctine (Three Mountains Disabled/Player Only/Allowed/Enforced). Be aware that the AI is set to generally pick Warmongering/Dogmatic + The Three Mountains if it has the option.


In the case of Shenism, Muism, and Thanism, they all have one unique Doctrine and one JD-exclusive shared Doctrine option.

ck2_4.png

Thanist - Meritocracy + Ancestor Veneration

ck2_11.png


Muist - Meritocracy + Animistic

ck2_12.png


Shenist - Meritocracy + Astrology

You can see the actually unique Doctrines above. That leaves the shared one (which can be restricted a bit by a game rule; more on that below).

ck2_13.png

Meritocracy + Stability


What is so special about Meritocracy + Stability? Why is it a JD-exclusive doctrine restricted to a few religions? Why did the Nature, the second Doctrine, and the Leadership change between the two screenshots, for that matter? And why would we want a game rule to disable a certain Doctrine?

Well, we rather obviously want the Yuan Dynasty to be Chinese Imperial (and for the Yuan emperor to be the "target" of the Grace system after they finish off the Song, which is dependent on that government type and JD). However, the relevant characters are Buddhists, and it would be rather ahistorical to make them Taoist just for the Chinese Imperial government type. Because of that, we have to somewhat loosen the restrictions on the Chinese Imperial government's religion requirement (which previously was "Taoists only!"), and it therefore made sense to open it up for a few of the pagans under very strict conditions.

The current religious condition for the Chinese Imperial and Confucian Bureaucracy governments (the latter of which also comes with further conditions to prevent it from being used by vanilla Buddhists and various Tianxia Buddhists and Taoists we want to be unaffected) is that the religion either is Taoist, Buddhist, or lives up to all of the following:
- The Holy Fury DLC is active (since the religion otherwise gets a religious head and GHWs).
- The base reformed religion is Shenist, Thanist, or Muist.
- The Nature is Cosmopolitan.
- The religion has the benefits from the Stability and Meritocracy Doctrines, and not through picking the unique Thanist Doctrine (since Ancestor Veneration won't work with Autonomous). This means you've selected Confucian Bureaucracy (+ something; see below for further restrictions), Stability + Meritocracy, Sons of Heaven (Shenist only) + Stability, or Spiritual Wisdom (Muist only) + Stability.
- None of the following Doctrines have been selected: Divine Marriage, Polygamy, Agnatic Clans, Enatic Clans, Bloodthirsty Gods, Daring, Sea-Bound, Unrelenting, and Ancestor Veneration. This leaves (in addition to the unique Doctrines, Meritocracy, and Stability) Astrology, Haruspicy, Equality (which is something that probably will disable Imperial Marriages down the line), Animistic, Monasticism, Religious Tax, and Syncretism.
- The Leadership is Autonomous (meaning no religious head exists and therefore that GHWs are unavailable).

Regarding the game rule for this, the availability of the Confucian Principles Doctrine can be set to the following: Disabled, Player Only, Shenist Only, Player Shenist Only, Allowed. Note that the AI is extremely likely to reform in a way that allows it to become Chinese Imperial if it is allowed to do so and that the option to pick Meritocracy + Stability (+ Cosmopolitan + Autonomous) remains regardless of what the game rule is set to.

It is also worth noting that the Grace system itself and the decision to adopt Chinese Imperialism remain locked behind JD. China itself (and most likely a few special exceptions down the line) can still be Chinese Imperial (without access to the Grace system) without JD, but even though we've changed the government type a bit the option to get it (outside of the special exceptions) will remain restricted to JD.


There has also been one other addition that is related to Chinese Imperialism, which is Bloodlines for both real Emperors (or Empresses, as the case may be) of China and those founding a pretender empire.

ck2_8.png


In the case of pretender bloodlines, the bonuses are half as large as for a real bloodline (rounded down). Also, while a character can have both a real Chinese Imperial Bloodline and a pretender one (and several of either kind), pretender Bloodlines will not provide any benefits if you also belong to a real Chinese Imperial Bloodline. Multiple real bloodlines do, however, stack, as do multiple pretender bloodlines.

Those who founded a historical Chinese imperial dynasty get their bloodlines in the history files on the appropriate date (the real Yuan bloodline is only granted once they take e_china from the Song, not when the dynasty was proclaimed), and both the Yuan and Jin dynasties have pretender bloodlines in the history files (the Yuan get theirs a bit early for gameplay reasons); the Xia haven't gotten one due to not being Empire-tier. Versions exist for all the twenty-four name options (the only difference is the description), and the AI is extremely likely to name its empire (real or pretender) in accordance with an already owned Chinese Imperial Bloodline if the option is available.


That is everything for this dev diary. Since the current focus is on fixing positions and adding baronies to various provinces (and fixing the history files), there is unlikely to be something particularly interesting to report soon, but there still will hopefully be something from time to time.
 
Another impressive dev diary, I love it all. Won't lie, the Three Mountains doctrine has me the most excited.
 
Dev Diary 20 - Mapping Mongolia and Manchuria (+ minor tweaks to Korea)
De jure empires:
View attachment 445111
Have you guys thought about splitting up tartaria? I feel like mongolia could really have its own empire with all the extra land added. I feel like the future manchu lands could have its own empire too but i'm not sure what it would be called.
 
How do you intend on representing the 1257 Samalas volcano eruption? While this had a global impact and should be represented in vanilla as well, it is particularly relevant for this mod given that Lombok itself is on the map.
 
Have you guys thought about splitting up tartaria? I feel like mongolia could really have its own empire with all the extra land added. I feel like the future manchu lands could have its own empire too but i'm not sure what it would be called.

We had it split (Mongolia, the old stuff around Lake Baikal (that's currently not added and might not be added at all), Jin, Dong-Xia, and most of the land that's currently de jure Balhae (which was titular in the old version and is part of de jure Korea in this version) was another empire), but I made the decision to remove it for the time being because it (to some extent) violates our "Don't mess with vanilla stuff unless you have to or it is tied to the Far East" rule and I didn't feel like either waiting for a decision to be made about an exception or taking the initiative to make that change at the time. Considering how easy it is to tweak the de jure structure (well, aside from the CoA), it will be easy enough to rearrange things if we figure out something we want instead.

I agree that Tartaria is quite large (even if it isn't nearly as large as China), though, so it might be worth taking a look at. Of course, we previously decided against messing with another vanilla de jure near the borders of the map, so we might avoid it for that reason or decide to just move Jin and Dongxia (and possibly Balhae (which then might lose a couple of duchies to Goryeo since they're in the Korean Peninsula)) into some other empire (that probably would require you to hold a kingdom outside the de jure when founding it, considering how small it would be).

How do you intend on representing the 1257 Samalas volcano eruption? While this had a global impact and should be represented in vanilla as well, it is particularly relevant for this mod given that Lombok itself is on the map.

I don't believe we've got any concrete plans at the moment, but a major natural disaster like that probably should be incorporated (along with other natural disasters that might warrant it).

As a very rough idea, the province itself could see buildings/holdings destroyed, characters killed (with some restrictions to avoid having it easily game over someone), Depopulation reach the maximum possible extent (with RD), and positive province modifiers removed (and some nasty long-term modifier applied), while the rest of the world could get hit with one or more levels of (potential) Prosperity reduction (with RD) depending on the distance from the eruption, smaller negative modifiers (and smaller losses of positive modifiers), and perhaps lesser negative events, with a chance of getting more bad stuff over the course of a few decades. There probably also should be a narrative event for the holder of Lombok and anyone within diplo range of Lombok's holder (and within some nearby regions, in case diplo range has been reduced).
 
As a very rough idea, the province itself could see buildings/holdings destroyed, characters killed (with some restrictions to avoid having it easily game over someone), Depopulation reach the maximum possible extent (with RD), and positive province modifiers removed (and some nasty long-term modifier applied), while the rest of the world could get hit with one or more levels of (potential) Prosperity reduction (with RD) depending on the distance from the eruption, smaller negative modifiers (and smaller losses of positive modifiers), and perhaps lesser negative events, with a chance of getting more bad stuff over the course of a few decades. There probably also should be a narrative event for the holder of Lombok and anyone within diplo range of Lombok's holder (and within some nearby regions, in case diplo range has been reduced).
A fair idea, but it sucks if you as a player hold Lombok as your capital and aren't prepared for it.

Ideal would be a modifier applied to volcanic provinces that increases tax income but has a low yearly chance of erupting, causing a varied amount of damage, such as the things you describe.

But a quicker way would be a game rule, whether you want the volcano to erupt for a player holder, or just if the AI holds that province, or not at all.