Wednesday 30 September 2015

De Jure Empires

http://i.imgur.com/mKKjikO.png
Above is the map of the de jure empires of the entire world. These are typically unchanging, and represent the empires of the world that are formable by land ownership. Going through them, sorted by continent:

Europe
  • Britannia
  • Francia
  • Hispania
  • Italia
  • Scandinavia
  • Byztanium
  • Wendish Empire
  • Russia
  • Tartaria
 Asia
  • Siberia
  • Anchuhu
  • Japan
  • China
  • Nam Quoc
  • Khmer
  • Bai Tai
  • Bagan
  • Bodchenpo
  • Bengal Empire
  • Rajastan
  • Deccan Empire
  • Persia
Oceania
  • Australia
  • Srivijaya
  • Java
  • Tenem Lamit
  • Polynesia
Africa
  • Arabia
  • Sahara
  • Mali
  • Abyssinia
  • Gold Coast
  • Swahili Empire
  • Madagascar
  • Congo
  • Khoikhoi 
  • Nilotia
  • Cape Empire
  • Ndongo
North America
  • Alaska
  • Inuit Empire
  • Penutia
  • Sonora
  • Caddoa
  • Muskogea
  • Algonquia
  • Aztec Empire
South America 
  • Carribean
  • Incan Empire
  • Amazonia
  • Chaco
  • Patagonia

Monday 28 September 2015

Government Type Chart

The following is a chart representing which government types can turn into which other government types.
Connoisseurs of blah blah blah


Hunter-gatherers can either settle as tribes or domesticate animals and become nomads with the correct technology. You can't revert from settlement back to hunter-gathering because with agriculture your population size is too large to turn back and still feed.

Nomads can settle as chiefdoms with the right building in their capital, just like in the base game of CK2. They can also settle as monarchies and republics, but this isn't included since it's more of becoming an existing government than changing the nomad government.

Tribes can upgrade to chiefdoms once they have ironworking, allowing for a greater nation size (specifically, the formation of higher titles than counties)

Chiefdoms can upgrade merchant republics, theocracies, or monarchies, depending on the level of town, church or fort in the tribe, as well as decentralise into a clan council.

Merchant republics can reduce their focus on trade and become an ordinary republic.

Clan councils can reform into republics, monarchies or theocracies, depending on the types of building upgrades that they have, as well as re-centralise back into chiefdoms.

Theocracies can become secular, and transform into monarchies. They can also become dictatorships, if the religion of the theocracy is one of the ideological "religions" like those discussed in the previous blog post.

Republics can increase their focus on trade and become merchant republics, or become less democratic and transform into a dictatorship.

Monarchies can become democratic, and transform into republics, or change their method of administration to the imperial system for large monarchies ruling over many cultures, or the iqta system for islamic monarchies.

Dictatorships can become republics if they allow fair and free elections, or monarchies if they adopt a hereditary system of rule.

Iqtas can become ordinary monarchies if they are not ruled by a muslim leader.

Empires can become ordinary monarchies if they shrink to the point where an imperial method of administration is ineffective, or if the state becomes centralised to the point it is unitary again.

Friday 25 September 2015

Ideology Religions

Thinking about government types, I've come to realise something: both theocracies and dictatorships have what is called in Xenology a "sociocultural" government, meaning that rulers are selected based on their ideological leanings above anything else. Their religion for theocracies, their politics for dictatorships.

This leads to a natural conclusions: ideologies are religions. It would certainly make a welcome addition to the later stages of the game, where religion starts mattering less and less, and extreme ideologies matter more. Similarly, religions and ideologies converge - Islamism and Zionism are as much stances a political party can take as a person.

So, for the modern age, there will be a few more "religions", shamelessly cribbed from Vic2's ideology list:
  • Liberal
    • Anarcho-Liberal
  • Conservative
    • Reactionary
  • Socialist
    • Communist
  • Nationalist
    • Fascist
Which will be treated as the character's religion. Various forms of these "religions" can be "heresies" - the Communist heresy of Socialism, for example. Existing mechanics, such as holy wars, forced conversion, and piety, all fit well with the ideologies-as-religions system, and it saves having every character in the late game having the same "secular" religion.

These will be introduced to the game first through a randomly generated courtier - the Marx or Locke of your timeline. After they appear, rulers (especially cynical ones, who already don't buy into the old religions) will get options to convert to these new ideologies.