u/Familiar-Elephant-68

Image 1 — Revisiting Admin Gov. to Accomodate the Extra Non-Byzantune Admin Goverments added via the Game Rules
Image 2 — Revisiting Admin Gov. to Accomodate the Extra Non-Byzantune Admin Goverments added via the Game Rules
Image 3 — Revisiting Admin Gov. to Accomodate the Extra Non-Byzantune Admin Goverments added via the Game Rules
Image 4 — Revisiting Admin Gov. to Accomodate the Extra Non-Byzantune Admin Goverments added via the Game Rules
Image 5 — Revisiting Admin Gov. to Accomodate the Extra Non-Byzantune Admin Goverments added via the Game Rules
Image 6 — Revisiting Admin Gov. to Accomodate the Extra Non-Byzantune Admin Goverments added via the Game Rules
Image 7 — Revisiting Admin Gov. to Accomodate the Extra Non-Byzantune Admin Goverments added via the Game Rules

Revisiting Admin Gov. to Accomodate the Extra Non-Byzantune Admin Goverments added via the Game Rules

While playing around with the game rules and turning all historical Admin (and nomadic) governments, I was happy to see some interactions that were surprisingly fitting for the empires like usage of other cultures cultural troops (horse archers) and interaction in the intermezzo.

Admin generally is more general than people think. The domicile art accommodates Islamic empires, and it's already being used in Islamic decisions like the renewed caliphate intermezzo ending and the form Hindustan Decision.

However, some aspects still leave more to be desired. Hence, I propose some changes that could accommodate extra admin govs as outlined in the above diagrams.

One of the main off-putting elements is its forced acclamation succession, which only fits the byzantine theme.

You can also notice that they are given their generic primary title names like the "Arabian Empire" and "Egypt" rather than the more fitting Abbasids and Tulunids.

Both issues above could be fixed with a new succession type that is more fitting for newly centralized or islamicate admin realms: Dynasty Bound Acclamation succession, which restricts candidates to the same dynasty. Supposedly less efficient, but is realistic of the time for most of the extra realms.

Another major aspect they're missing is the concept of governor entrenchment or feudalization. The mechanic of admin vassals becoming feudal / clan exists, but the requirements are way too demanding, particularly for AI. Hence, the suggested rework I outlined in the diagram above.

Aside from the extra Islamic empires, the empires of Ghana oc Africa and Chola of India need their own domicile arts to avoid breaking their immersion.

Yes, it's clear there is clearly a need for Islamic Admin, but atleast the changes in the images above could be done by the maintainance team while a proper expansion (if it's coming at all) could introduce a more dedicated islamoc goverment.

What do you guys think? 🐘

u/Familiar-Elephant-68 — 11 days ago

Decoupling Steppe Specific Elements from Nomadic Goverment to accommodate other Nomadic Regions

I've been messing around the game rules that adds more Nomadic Zones in the game and overall I was quite happy to see realistic borders being created around non-hospitable regions like the bedouin zone in Arabia and the Sahara desert.

It was great seing settled realms avoid these areas as they would have done in real life history.

And seeing herders and Nomadic tribes inhabiting these harsh regions creating buffer zones allowing isolated states like Oman and Mali to thrive behind the protection of the harsh Nomadic Zones that separate them from otherwise ever expanding empires.

However, I can't help but notice the offputting details that make these nomadic realms incoherent by allowing them to get horse archers by default.

So I thought, what would it take to make the Nomadic government more global? What steppe features could be relegated to specific traditions or region specific innovations?

So, I came up with the diagram above in my attempt to brainstorm these changes.

My aim is to think in simple changes that would at least avoid nomads outside the steppe to show steppe features.

What do you guys think? Have you tried playing with all the nomadic situations enabled? Is this even a good idea?

🐘

u/Familiar-Elephant-68 — 13 days ago

I highly appreciate the devs for looking into the glaring issues of islam and in particular the Sunni sect that was artificially split into segregated faiths. Seeing the schools of law in game makes it much more relatable and relevant to the Sunni poppulations and modern audiences of the game. Positive changes overall.

However, I have 2 concerns due to how rites behave:

1 )

If rites were to have probability to diverge into new faiths then the schools of law would not be the perfect fit for it as matters of theology were not within their scope and they solely operated within that frame work. Even historically any sectarian divergence from them is unheard of.

Secondly, the grouping of the different Shia and muhakkima / kharijite sects is inaccurate and their separations was to be maintained. As each is a sect with its own distinct theological bodies in their own right.

--

From a purely gameplay standpoint, I know people are itching to cut up the Sunni blob and I beleive that should also come from elements of weakened fervor, sectarian fanatic groups forming on caliphal succession, caliphs forcing an inquisition on one theology, movements such as the ones by Almohadis etc.

This is just some of my thoughts on the matter.

What do you guys think is then right way to go about it within this new rite system?

u/Familiar-Elephant-68 — 17 days ago

With the upcoming papacy rework showing how rites become legitimized within a faith, I couldn't help but reflect on other heads of faith, especially the Caliphs and Imams of Sunni and Shia Islam being among of the most notable players in the time period amd crusader setting.

How would non papal heads of faith deal with rites? Do they have a say on what's right and what's not?

This took me to another question. Do all heads of faith have a say? In sunni Islam, the caliph does not have relegious authority over the scholarly body. The faith is maintained via scholarly consensus. The caliph merely has political authority over all the faiths adherents.

Except for that one time when a caliph decided to initiate an inquisition that tried to skewed scholarly opinion on a certain theology (Mutazilite inquisition).

On the flip side, shia Imams or Ismaili Caliphs are seen as infallable divinely guided figures who can directly give unquestionable religious guidance and can give the final interpretation of legal rulings and understanding of the faith.

Adherents may differ on who the next imam is on succession and start splintering into their own branch with their chosen imam.

What do you guys think? How should other heads of faith interact with rites? Let me know your thoughts.

u/Familiar-Elephant-68 — 21 days ago

With the introduction of the new Rite system in the upcoming religeon rework, theological differences become much more nuanced from personal beliefs to local deviations which is a very VERY welcome addition to the game.

This inherently solves the issue where the devs had to artificially split the Sunni sect for example into theologocal schools that often did not play a role distinguishing people's into sects. They were mostly discussed at the scholarly level and was not very divisive among the poppulace to identify with and certainly was not indicative of distinctive sects.

I'm sure the devs had their reasons for originally splitting islam for gameplay bakance and emergent gameplay behaviours to mimic historical events.

I beelive "Faiths" should be relegated to actually distinct sects and offshoot Faiths and not acceptable theological debates.

The Rite system seems to be a perfect fit to represent movements and tolerable deviations within a faith and hence presents a good opportunity for them to revise the incosistent divisions in islam in CK3

What are your thoughts on this? Are there any other faiths that are facing this problem?

u/Familiar-Elephant-68 — 23 days ago