The Case for, Eventually, China

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First Post- General Arguments

icedt729

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I'm sure that, like CK2, Imperator will probably get several DLCs expanding the on-map cultures and possibly adding new start dates before there are any map extensions in any direction. Because of the huge gulf between the Frankish feudal model that CK2 was built for and the centralized empires of the Tang and Song, the decision was eventually made to represent China as an off-map power rather than as a playable batch of titles and characters. However, in Imperator's timeline we do not have this sharp divide between Chinese and Western societies- as a matter of fact China and the Mediterranean are strikingly alike throughout this period (if you don't believe me, take a look at the works of Prof. Walter Scheidel at Stanford: https://web.stanford.edu/~scheidel/acme.htm).

Imperator's timeline, which takes us from the wars of the Diaodochi to the reign of Augustus, runs from the critical phase of the Warring States period through to the decline of the Western Han in China. The mechanics already being developed to suit the Mediterranean and the rise of Rome's empire are a comfortable fit for Chinese antiquity- massive levied armies; colonization and conquest; the building of roads, canals, and border defenses; and the growth of massive cities fed by trade. Here I'll lay out a few relevant points for how China could be implemented well within the framework of Imperator: Rome's design and mechanics.

The Setting
300px-De_stridande_staterna_animering.gif

In 303 BC, the first so-called Vertical Alliance against Qin has recently fallen apart, leaving the main seven kingdoms and the several smaller states with effectively a diplomatic clean slate. The young King Zhaoxiang of Qin has taken the throne after several years of instability, and although historically his long reign would see Qin become the dominant power in China, at this point it is still unclear whether he can effectively manage his kingdom and exploit the infighting of the other six states. Qin has their densely-populated heartland on the Wei River valley, as well as the arid, hilly, partially-Sinicized highlands west of the bend of the Yellow River and the rich but, again, only partially-settled regions of Ba and Shu in the Sichuan basin. Careful development of these borderlands will be just as important for Qin's future conquests as military strategy will be.

Although by 303 BC Qin already has a slight upper hand over the other states, it still has major rivals and faces a number of looming potential threats. The largest of the Warring States, Chu, has vast manpower and resources at its command but struggles to manage its widely-dispersed population and numerous tribal minorities, as well as a strong and independent aristocracy that resists centralizing reforms. The Three Jins- Han, Wei, and Zhao- are great military powers with capable generals and ministers, but their risky location in the middle of China calls for cunning diplomacy. Qi, with its prosperous capital Linzi, is the economic and intellectual center of Warring States China, but has not been a significant military force for several generations and needs to rebuild an effective army. And Yan, the borderland state to the northeast, has plentiful room for expansion and development if they can fend off the stronger states to their south for long enough. The Qiang people to the west and the Xiongnu to the north are still fragmented, but historically would go on to become major threats to Chinese borders.

In short, 303 BC presents multiple gameplay possibilities and diverse potential outcomes. There are seven major states which, while reasonably closely-matched, each have their own unique political, cultural, and geographic qualities. There are also a few small states in their midst (notably Lu, Song, Zhou and Zhongshan) for those challenge-seeking players, and on three sides there are numerous tribal peoples, both nomadic and agrarian. In geopolitical terms, the setting offers enough variety and dynamism to be a worthwhile inclusion.

Politics and Warfare
Han_map.jpg

As I noted above, there can be very serious challenges in making one game model very diverse political or social structures- CK2 being ill-suited to contemporary China being a strong example. But we're fortunate that the basic mechanics we know of so far for I:R make for a very reasonable fit for China through the Warring States, Qin and Western Han periods. In many respects, the Warring States kingdoms were much like the Diadochi kingdoms, with power concentrated in the ruler's court, politics dominated by a small number of elite families, and borders set by the march of their armies. Greco-Roman provinces correspond nicely to Chinese commanderies. In the same way that "laws" model the social and political reforms of Rome and other Mediterranean states, they can also model the various reforms pursued by the Warring States and, later, by the unified Qin and Han empires. The POP system, while already abstracted to cover the variety of the Mediterranean, Central Asia and India, are about as good of a fit for China as they are for Rome- the need to juggle agricultural productivity against military manpower was just as pressing in China as elsewhere.

In terms of the military, I:R's military traditions can also be neatly applied to the Chinese case. The three branches could correspond to the North, the West and the South- distinct Warring States kingdoms in the early game, and distinct frontiers of the Han empire from mid to late. The Northern tree, corresponding especially to Zhao, Wei and Yan in the early period, would emphasize chariots and cavalry that were suitable for fighting in the Central Plains of China; later it could provide more bonuses to fortifications or logistics to mirror the strategy used against the nomadic hordes along China's northern frontier. The Southern tree corresponds to the Chu style of warfare, where swordsmen and crossbowmen dominated the hilly, marshy, forested terrain of the region and riverine fleets fought up and down the Yangzi and its tributaries; later to the conquest of China's extreme south, which leaned heavily on colonization, road-building, and light infantry warfare. Lastly the West corresponds to the Qin military approach, marked not by any particular tactical specialty but by extremely efficient systems of mass mobilization, transportation and logistics, military discipline, and rewards for performance in battle that motivated the low-ranking soldiers; later it shifts towards the Han strategy towards the 'Western Regions,' where small mobile armies built up a system of tributaries and clients along the trade routes through Gansu and the Tarim Basin.

I'll build the case further in later posts, but I think this is enough to get the thread rolling. I'd like to invite everyone's feedback, questions and criticisms. I'd also greatly appreciate any and all attention from the devs, if they happen to take a look at this.
 

Traum77

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I generally very much agree! I think the political correlations are what would make the expansion a no brainer in the long run. Especially if they ever do an Imperial feature add-on (for those who like to form the Roman Empire early) that beefs up the internal/character/POP features of an Imperial nation, those same mechanics could transfer to a Han China equivalent with ease.

Personally I think the more interesting part of expanding to China would be focusing on the nomads of the north that probably had a lot of exchange with the caucasian/steppe area groups that are already going to be represented in I:R (Scythians come to mind). I'd love to do a WC run as a proto-Hun-esque tribe that just horse archers their way through everyone they meet, from Xian to Rome.
 

Bob Bobson

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While I agree Imperator is much better suited for portraying China than CK2, I'm still not sure adding it would be a good idea. It would still consume a lot of computing power to model something as large and complex as China, while the massive distances and geography involved would likely mean East Asia would be almost totally isolated from the rest of the world in the majority of games.
 
O

ozmono2005

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While I agree Imperator is much better suited for portraying China than CK2, I'm still not sure adding it would be a good idea. It would still consume a lot of computing power to model something as large and complex as China, while the massive distances and geography involved would likely mean East Asia would be almost totally isolated from the rest of the world in the majority of games.
Whilst I assume adding more content would indeed require greater computing power I was under the impression that they had a fair bit to play with. I remember reading somewhere that despite the huge increase in provinces it was the quickest Clausewitz game yet but don't quote me.
 

ultrahigher

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While I agree Imperator is much better suited for portraying China than CK2, I'm still not sure adding it would be a good idea. It would still consume a lot of computing power to model something as large and complex as China, while the massive distances and geography involved would likely mean East Asia would be almost totally isolated from the rest of the world in the majority of games.
but still, it gives the opportunity to add the Silk Road
 

Thure

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While I agree Imperator is much better suited for portraying China than CK2, I'm still not sure adding it would be a good idea. It would still consume a lot of computing power to model something as large and complex as China, while the massive distances and geography involved would likely mean East Asia would be almost totally isolated from the rest of the world in the majority of games.

The map already has everything from Europe to Tibet. China would only be a small part to add.
 

WWolla

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Interesting read. I'm not much of a historian, but i'm interested in what the trade good and population density compositions would look like if you could provide that later.
 

viola

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Chinese history in this period mirrors Roman history a lot, so I think that a China expansion would be both an excellent idea and an inevitability in the future.

It'd be also interesting to see how China's neighbours would be portrayed, if they can be portrayed at all considering the early timeline. I know that the history of Japan pretty much starts in the Middle Ages and that in Ancient time the area was just tribal with very little sources on it and only a scant mythology, I know Korea was always heavily tied to China but I don't know how advanced it was at the time, and I know very little of what was the state of Indochina and South-East Asia. I guess Mongolia and Manchuria could easily be occupied by the Xiongnu (potential candidates to be the Huns' ancestors) and proto-Manchu peoples.
 

Koramei

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It'd be also interesting to see how China's neighbours would be portrayed, if they can be portrayed at all considering the early timeline. I know that the history of Japan pretty much starts in the Middle Ages and that in Ancient time the area was just tribal with very little sources on it and only a scant mythology, I know Korea was always heavily tied to China but I don't know how advanced it was at the time, and I know very little of what was the state of Indochina and South-East Asia. I guess Mongolia and Manchuria could easily be occupied by the Xiongnu (potential candidates to be the Huns' ancestors) and proto-Manchu peoples.

This is actually a pretty interesting period for Japan; the game starts right when their Yayoi period (which formed the foundations of the modern ethnicity) was ramping up. It basically went from the neolithic to the iron age over the game's timeframe. Huge amounts of immigration from the continent caused sweeping technological change, and as communities arose there was pretty much incessant warfare. With the pop and colonization systems I think it could be pretty fun although it'd have to be a bit alt-history to go far.

The game starts before Korea was tied to China at all really, but it also wasn't as advanced as China--the Chinese state of Yan expanding into its backyard would spur a lot of development in the region--but there were states there to some degree or another; maybe think of it like the Gauls compared to the Greeks and Romans. In the north/parts of Manchuria was the "state" (to what degree in 303 is debated) of Gojoseon. It was nothing like as strong as the Xiongnu would be, but was still a bit of a threat until with some effort the Han Dynasty conquered it and set up commanderies in its territory around 100 BC (starting China's proper ties to Korea that you mention). Beyond it is more of a mystery; there were a couple of minor "states," called Imdun and Jinbeon, and there's some evidence for a more significant confederation of tribal groups called Jin but it's not concrete. At a later point the south would be like 100 disunited statelets called the Samhan, but it's thought that this disunity was actively because of the Han Dynasty breaking them up, so they may have been a bit more unified earlier. All of these ones beyond Gojoseon were pretty minor and unlikely to hold up against a Chinese state, but then not really any more so than lots of other tribal areas that are represented in the game already.
Like Japan, it's also a period of serious immigration in Korea (and similar incessant warfare), so pop movement could be made to do some really interesting things. Nomadic and other groups from Manchuria and Mongolia, refugees from China (and later on state-sponsored settlement) all entered the peninsula in this period, and emigrants from Korea made up the bulk of the immigration into Japan. Mixing of religions, cultures, minority culture elites and so on.

Southern Manchuria was similar to Korea (and populated mostly with "Korean" groups); Gojoseon, a state called Buyeo, and various other proto-Korean groups that were more tribal but mostly agricultural and settled. Farther north were proto-Jurchen (Manchu) groups like the Sushen and...slightly anachronistically, the Yilou, that were more generally hunting/fishing/husbandry societies (not nomadic like in Mongolia). Over the course of the game's period, Chinese expansion would (like with Korea) cause a huge amount of upheaval and development.

Icedt729 might want to talk about the Xiongnu and Mongolia so I won't go into it too much, but the consolidation of Chinese states and their encroachment onto the steppe was the direct cause of the Xiongnu unifying and posing such a potent threat to the Han Dynasty; as a game mechanic I think it's practically ideal--the Chinese states will be fighting insularly for the first half of the game, and then unify only to find the Xiongnu have now emerged as a peer to whoever managed to win.
 

Austregisel

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Calm down, they will make a grand Strategy centred in East Asia
 

Lord Tataraus

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One of the things I'm most excited for is the inevitable Warring States mod, but I'd love for Paradox to add China into the main game. As I think you've fully illustrated, it fits perfectly with the style and mechanics of IR.
 

Thure

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China its self is very close to the size of all of Europe. Too big to call it a "small part to add" in my opinion.

Noit's not. Tibet is already in the game. South China wasn't that important during this era either and wouldn't need that much provinces, the same with Manchuria, it would mostly focus on the Central Plain (Zhongyuan). People allways overestimate the size of China, especially during this era. Ancient China =/= modern China. We already have Europe, Asia from Anatolia to Tibet and India. Northern and Eastern Africa... compared to that China isn't really super large. It would be a large expansion but it wouldn't double the size of provinces. At max it would rise the provinces from 7000 to 10.000.

To make it clear: China proper (without Manchuria and the Western Provinces like Tibet or Sinkiang, which are already in the game) is only around the same size as India.
 

Creamu

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Just make the province area bigger and you reduce the number of provinces. It's really only as big as they want it to be.

Even so it will never be a small thing to add. It would ateast have to be comparable to India. And still I wouldn't count an area as detailed as India small....

Don't ruin the grand scale of this map by making the provibces large. Making China feel arbitrarily small compared to the rest of the world....

At max it would rise the provinces from 7000 to 10.000.

Wow only 3000 provinces? Small indeed!!
 
Last edited:

Thure

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Even so it will never be a small thing to add. It would ateast have to be comparable to India. And still I wouldn't count an area as detailed as India small....

Don't ruin the grand scale of this map by making the provibces large. Making China feel arbitrarily small compared to the rest of the world....



Wow only 3000 provinces? Small indeed!!

Compared too 7000 provinces, it's not that much. Also I said MAX. Propably less. China is only the same size as India without Manchuria. Also many areas were not that much inhabited during this era. Only the central plain was the important area.
 

Sunlg103

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I for one, would love seeing a playable China expansion later. It is one of the most interesting periods in Chinese history from a gameplay prespective and would add another great region to start in where smaller and bigger "nations" compete. Much like Italy and Greece.
 

Trudon21

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North Vietnam at the at the time the game takes place was rule by Văn Lang a Austroasiatic language speaking kingdom in the south which has a largely mythical history but did exist by the games starting Period’ and in the north by Nam Cương Kingdom which spoke a Tai–Kadai language and was part of the Âu Việt an ancient conglomeration of Baiyue tribes living in what is today the mountainous regions of northernmost Vietnam, western Guangdong, and northern Guangxi. Around 258 BC or 257 BC an alliance of Âu Việt tribes lead by Thục Phán invaded Văn Lang and established the Âu Lạc kingdom ruled until 207 BC when a Qin warlord Triệu Đà (pinyin: Zhao Tuo) established his own independent kingdom Nam Viet in the area of north Vietnam, Guangdong and Guangxi. In 111 BC Han China invaded and established territories in the area.

Apart from north Vietnam which was conquered by China during the timeframe of the game (and is the only area of south east Asia that should or could be included in a China dlc) there is very little known about south east Asia for the time the game takes place. The earliest Pyu city-states formed in Burma in the 2nd century BC. The first known states outside of the ones mentioned above is Funan in Cambodia that formed in 1st century AD through Influence from the Indian Sub-continent. Which is to late for the games timeframe.


For some of the places in southeast Asia language cloud be used to try to reconstruct the groups of people that lived in southeast Asia at the time.

South Vietnam was inhabited by the
Sa Huynh culture who were the predecessors of the Cham people, who migrated from Borneo to south Vietnam by 1000 BC.

Thai were not present in the modern region of Thailand at the time the game takes place instead the region would have been inhabited by groups related to the modern Mon and Khmer people. The Thai people migrated from the Chinese province of Guangxi in 8th-10th centuries CE. Though there was the Nam Cương Kingdom that spoke a Tai–Kadai language and tribes in parts of northern Laos that possibly spoke a Tai–Kadai language at that time.


Burma at the time was probably inhabited by the Sino-Tibetan Pyu people along the Irrawaddy River in upper Burma. Though the first of the Pyu city states wouldn’t form for 100 years after the games start. There were probably other Sino-Tibetan groups that inhabited the mountainous regions that divide India and Burma. Lower Burma was inhabited by the Austroasiatic mon people. There’s also the legendary Arakanese Dhanyawadi kingdom for which there’s no Historical evidence for and Definitely did not exist. The Burmans migrated from the Kingdom of Nanzhao in southwest China to Burma from the 8th-10th centuries CE assimilating the Pyu culture and forming the Kingdom of Pagan.

Austroasiatic/Mon-Khmer language family most likely formed along the Mekong river. By the time of the game most people in mainland southeast Asia probably spoke an Austroasiatic language.


There also could have been more Negrito peoples in southeast Asia at that time. Negrito is a broad term for the indigenous peoples that inhabited Southeast Asia before the migrations of peoples from Southern China. Negrito peoples are distantly related to the Papua New Guineans and Australian Aboriginals.


Here a list of information about south east Asia for the iron age.


Sites:


https://www.soas.ac.uk/sbbr/editions/file64275.pdf


http://factsanddetails.com/southeast-asia/Myanmar/sub5_5a/entry-2995.html


https://www.cambridge.org/core/jour.../6D02C584F0EA67B366D3EC5E13D668BA/core-reader


http://bharatkalyan97.blogspot.com/2017/04/hanoi-haifa-maritime-tin-route-meluhha.html


https://www.metmuseum.org/toah/ht/04/sse.html


https://en.wikipedia.org/wiki/Buni_culture


https://en.wikipedia.org/wiki/Igorot_society


https://en.wikipedia.org/wiki/Sa_Huỳnh_culture


https://en.wikipedia.org/wiki/Funan


http://journals.lib.washington.edu/index.php/BIPPA/article/viewFile/9966/9768


https://en.wikipedia.org/wiki/Prehistoric_Thailand


https://en.wikipedia.org/wiki/Văn_Lang


https://en.wikipedia.org/wiki/Âu_Việt


https://en.wikipedia.org/wiki/Plain_of_Jars


https://pia-journal.co.uk/articles/abstract/10.5334/pia.15/