Concepts¶
The core mechanics added by the mod. Each page opens with the historical frame and then describes what the game actually does with it.
Start with the government and the dyad — almost every other mechanic in the mod reads or writes them.
The political order¶
- The Persianate Sultanate — the baseline government, replacement for the European monarchy slot on the Iranian plateau and across the Persianate sphere.
- Türk vs Tāzīk — the men of the sword and the men of the pen; the axis that gates reforms, privileges, and tribal loyalty.
- The Erānzamīn succession situation — the realm-wide crisis triggered by Abū Saʿīd's death and the extinction of the Hülegüid line.
The two elites¶
- The Dīwān estate — the Persian scribal class, the chancery, the waqf endowments, the ledger.
- The Amirs estate — the Turco-Mongol military aristocracy, the iqṭāʿ holders, the tribal noyans.
- Estate privileges — rivalry pairs, prerogative violations, and the price the other side charges for each.
Statecraft¶
- Government reforms (Ages 1–3) — the Age 1 trilemma (Regency / Caliphal Investiture / Royal Farr) and what flows out of each branch.
- The Farr Proof of Fortune — the disaster that follows the
farr_i_izadiclaim: the wager, the apparatus claims, the four outcomes. - The Ghāzī Burden of the Sword — the disaster that follows
ghazi_sultanate: war-credit tiers, the muḥtasib axis, internal campaigns, the four outcomes. - The Mazālim court — the parliament slot occupied by the king's own court of grievances, and the crown decrees that issue from it.
- Buildings of the pen and the sword — the three-tier Dīwān chain and the iqṭāʿ grant.
- The military system — iqṭāʿ, tribal levies, ghulāms, and the absence of the European siege game.
Getting going¶
- Starting the game — 1337–38, the contender roster, Tabriz and the Dīwān al-Mamālik, what to do in the first five years.