We already have absolute crown authority, max centralization, and imperial administration with viceregal duchies. CK2 can totally do a bureucratic non-feudal realm.
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Also, I'd appreciate some attention for how Chinese states are named. Dynasties did not take their names from geography (like Europeans do in-game) or from their own surnames (like Muslims or Indians), and only occasionally re-used names from previous dynasties. Successor states generally used geographic names (Wu, Min, etc) so that's simple enough, but when they became contenders for reunification they would proclaim a dynasty. This was also true of states that had non-Chinese rulers, like the Liao, Xi Xia, Later Jin or Yuan. I'm in favor of having a single de jure "Empire of China" at most start dates (two during the Jin-Southern Song partition) and, whenever a faction forms it, they get an event pop-up allowing them to choose a dynastic name from a set of appropriate options. Better yet, forming de jure China could require the claimant to have already formed a titular dynasty (as powerful Chinese states almost always did). The old titular empire would be destroyed but the de jure empire would take on its dynastic name.
Alternatively, you could get the same variety in dynastic titles by just changing the localization of "Empire of China" based on culture. Mongol rulers get Yuan, Jurchen founders get Jin, founders from southern China get Ming and northerners get Song, etc. This system is a little cruder and less realistic but it would be simple to implement and would avoid the blandness of just seeing "China" on the map, or the confusion of successive dynasties all using the same old name.
An expansion on what icedt729 said:I think one of the things that's necessary is that not devolving some military command to certain provincial officials should be more expensive than if they did sne of the arguments right before the Three Kingdoms period was that by promoting inspectors of provinces(who held no military command) to Governorship(who held military authority over their provinces),it would be less costly to put down rebellions because the local governors can coordinate and manage provisions within their provinces to put down rebellions or fight off invasions without having to direct all of that from a substantial distance.
Another thing that's required is naval battles and the ability to blockade rivers like the Yangtze to prevent enemies from crossing--the Song managed to fight off both the Jurchens and the Mongols by doing that.
Lastly, religion! Given the importance of religion in CK2, it needs to be done right in China. I would personally like to see a Chinese religion with traits for the major sects and philosophical schools- at absolute minimum, Daoism, Confucianism and Buddhism (at the most extreme, there should be a Chinese group with those three as branches). Why should Chinese Buddhists be under the Chinese umbrella and not lumped in with Indian and Central Asian Buddhists? Because of (1) syncretism and (2) political reality. Indian and Chinese Buddhists should be sympathetic towards each other and have certain events and mechanics in common, but Chinese Buddhists still belong firmly in the Chinese spiritual and philosophical sphere, not the Indian one. It would be wrong to put Chinese Buddhists into the Dharmic group while leaving other Chinese religions out of it, and even more wrong to treat all Chinese religions as Dharmic. Furthermore Chinese Buddhists should have no trouble intermarrying with Confucians but considerably more difficulty in marrying with Jains. Likewise they could easily have a change of heart and become Daoists but are not likely to convert to Hinduism. I think this is very important to get right in China in order to reflect the diversity of belief and thought without drawing arbitrary lines or turning it into a zone for unrealistic holy warring.
EDIT: Also, I'd appreciate some attention for how Chinese states are named. Dynasties did not take their names from geography (like Europeans do in-game) or from their own surnames (like Muslims or Indians), and only occasionally re-used names from previous dynasties. Successor states generally used geographic names (Wu, Min, etc) so that's simple enough, but when they became contenders for reunification they would proclaim a dynasty. This was also true of states that had non-Chinese rulers, like the Liao, Xi Xia, Later Jin or Yuan. I'm in favor of having a single de jure "Empire of China" at most start dates (two during the Jin-Southern Song partition) and, whenever a faction forms it, they get an event pop-up allowing them to choose a dynastic name from a set of appropriate options. Better yet, forming de jure China could require the claimant to have already formed a titular dynasty (as powerful Chinese states almost always did). The old titular empire would be destroyed but the de jure empire would take on its dynastic name.
Alternatively, you could get the same variety in dynastic titles by just changing the localization of "Empire of China" based on culture. Mongol rulers get Yuan, Jurchen founders get Jin, founders from southern China get Ming and northerners get Song, etc. This system is a little cruder and less realistic but it would be simple to implement and would avoid the blandness of just seeing "China" on the map, or the confusion of successive dynasties all using the same old name.
This is why, as I said, Indian naming system was so complex that it cannot possibly be put into the game without taking too much effort and at the same time using more RAM. Indians never put '-id' in front of their surnames, but in-game they have to be heavily simplified and use that system because of no other alternatives available.![]()
Speaking as I guy with a little bit of coding knowledge this doesn't really sound like much problem at all. A crapton of complex coding, but once it's in place really easy to implement. Remember that actual calculation (eg Do x unless y, z or a, unless b OR c and d, Unless j etc) is hard to describe but easy for computers to actually do. If Indian naming systems have (say) half a dozen rules and exceptions then no big deal - make up the system and let the game work it out on the fly.
Don't forget that the calculation to determine a new name is a one off thing, once it's done its done so in actual usage its only a tiny, tiny fraction of all the things that the game handles every second.
I like this idea, but I think "claiming a dynasty name" should be a forced event that happens whenever a realm reaches a certain territorial/force limit threshold within "de jure China/China Proper". This way you don't have to have separate empires of China. When this happens the ruler is forced to form and name a "titular dynasty" through a popup event. I think this would be a better option to stop the player from gaming the system. I also don't think the player even needs to form a "de jure China", they should just have "dynasties", regional governors, regional military governors, etc, similar to the hordes are only able to have empires in HL. This is because I don't think "empires" and "kingdoms" really apply to China like in the rest of the world, only dynasties and independent states. When rebels got really strong they just declared themselves new dynasties, or states. What I'm suggesting is that every dynasty should simply be empire types...
I'm also against having localizations based on culture. What happens when you play a custom character with Norse culture in China? It's better to just let the player name the dynasty whatever he wants which allows more customization and personalization. Forming China shouldn't be based on culture. Any Chinese independent ruler/rebel/governor that obtains enough land or some other sort of quantifier within China Proper will be forced to declare an empire level dynasty. AI formed dynasty names should all just be randomly generated using pinyin format regardless of culture, since that's the modern convention anyways.
External realms that invade China and also obtain enough certain quantifiers (territory, income, population?) should be able to form a dynasty, for example if Turks, Koreans, or Vietnamese conquer enough within China they get an available decision on whether or not to form a dynasty. If they do their government switches to Chinese, and characters within the realm start to become Chinese as well due to sinocization.
This would prevent non-Chinese ruling clans from intermarrying with Han nobles, which would cause an awful lot of problems for Xia, Yuan and Liao besides being unhistorical. Making special rules for rulers would be clunky and go against the general design of the game so far, I think. I'd much rather tie these kinds of things to the Chinese religious group or the Chinese government type than mess with the cultural situation, especially since you've got numerous successful non-Han dynasties in this period and cultures like the Zhuang, Viets and Koreans who are not even close to ethnically Han but still have all the important Chinese political and religious trappings.toroltao said:I think religious marriage problems could be solved by simply forcing anyone with Chinese culture to only marry each other, regardless of religion, while the dynasty rulers can marry off their female offspring for political purposes.
This would prevent non-Chinese ruling clans from intermarrying with Han nobles, which would cause an awful lot of problems for Xia, Yuan and Liao besides being unhistorical. Making special rules for rulers would be clunky and go against the general design of the game so far, I think. I'd much rather tie these kinds of things to the Chinese religious group or the Chinese government type than mess with the cultural situation, especially since you've got numerous successful non-Han dynasties in this period and cultures like the Zhuang, Viets and Koreans who are not even close to ethnically Han but still have all the important Chinese political and religious trappings.
The culture-based naming is very sub-optimal but, again, is better than just seeing "China" on the map.