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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:

CandidateRegion / eraVisual signaturePossible identity
MajapahitJava, 13–16cSplit-gate candi bentar, red brick, krisNaval reach, trade
SrivijayaSumatra, 7–13cRiverine, maritime, Buddhist stupaWater control, tribute
Khmer EmpireCambodia, 9–15cBaray reservoirs, sandstone towersHydraulic economy, war elephants
ChampaCentral Vietnam, 2–19cBrick kalan towersRaiding, mobility
PaganMyanmar, 9–13cPlains of gilded templesFaith economy, massed infantry
AyutthayaSiam, 14–18cIsland capital, canalsDefensive, diplomatic
Gojoseon / GoguryeoKorea, ancientFortress walls, lamellar armourSiege, heavy cavalry
AksumEthiopia, 1–10cStelae, obelisksTrade, elite infantry
Sassanid Persia3–7cCataphracts, fire templesHeavy cavalry shock
Nanzhao / DaliYunnan, 8–13cHighland, pagodasTerrain 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

#QuestionBlocksOwner
1What is the in-fiction reason all these dynasties coexist?Narrative, art
2Launch roster size and exact list?Art, balance, scope
3Can a player ever change dynasty? Free or paid?Monetisation, balance

Internal design document — work in progress.