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02 · Setting — The Lost Dynasties
Status: Skeleton · Owner: TBD · Updated: 2026-09-23
Purpose
Define the world, the roster of playable dynasties, and the rules for how real history is handled.
To define
Candidate dynasties / kingdoms
Vanished states with strong visual identity and low representation elsewhere:
| Candidate | Region / era | Visual signature | Possible identity |
|---|---|---|---|
| Majapahit | Java, 13–16c | Split-gate candi bentar, red brick, kris | Naval reach, trade |
| Srivijaya | Sumatra, 7–13c | Riverine, maritime, Buddhist stupa | Water control, tribute |
| Khmer Empire | Cambodia, 9–15c | Baray reservoirs, sandstone towers | Hydraulic economy, war elephants |
| Champa | Central Vietnam, 2–19c | Brick kalan towers | Raiding, mobility |
| Pagan | Myanmar, 9–13c | Plains of gilded temples | Faith economy, massed infantry |
| Ayutthaya | Siam, 14–18c | Island capital, canals | Defensive, diplomatic |
| Gojoseon / Goguryeo | Korea, ancient | Fortress walls, lamellar armour | Siege, heavy cavalry |
| Aksum | Ethiopia, 1–10c | Stelae, obelisks | Trade, elite infantry |
| Sassanid Persia | 3–7c | Cataphracts, fire temples | Heavy cavalry shock |
| Nanzhao / Dali | Yunnan, 8–13c | Highland, pagodas | Terrain advantage |
Think about
- A dead-empire roster is your marketing. It is also your biggest cultural risk. These are not fantasy kingdoms — they are the ancestral heritage of living people, several in the exact markets that monetise this genre hardest. Budget for consultants from each culture represented, and put a named owner on that process. Getting Majapahit's iconography lazily wrong will cost you Indonesia, your likeliest biggest market.
- Decide the accuracy contract and publish it. "Historically inspired, not a simulation" is a legitimate stance and it settles a hundred arguments — but it must be stated, not implied, or every forum thread relitigates it.
- Avoid the sensitive edges. Living religions, contested territorial claims and colonial-era conquests are minefields. Empires that fell to internal causes or to other ancient states are far safer than ones whose fall is a live political wound.
- The anachronism problem. Srivijaya (7c) and Ayutthaya (18c) never met. Your premise has to justify the collision — a mythic afterworld, a "cycle of rebirth" tied to the Moksha title, or an explicit ahistorical sandbox. Pick one; do not hand-wave, because it also answers "why is my temple next to a cannon?"
- Roster size is a scope trap. Each faction is unique art, units, buildings, VO, balance and live-ops support — forever. Six excellent factions beat twelve reskins, and you can sell more later.
- Asymmetry vs balance. AoE-style civs differ enough to feel distinct but not enough to break competitive play. In a persistent 4X where players cannot re-pick each match, an imbalanced faction is a permanent grievance. Decide how strong asymmetry can get, and whether faction change is ever allowed.
Open questions
| # | Question | Blocks | Owner |
|---|---|---|---|
| 1 | What is the in-fiction reason all these dynasties coexist? | Narrative, art | |
| 2 | Launch roster size and exact list? | Art, balance, scope | |
| 3 | Can a player ever change dynasty? Free or paid? | Monetisation, balance |