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hattusa

Game Designer
Paradox Staff
Apr 30, 2024
31
1.899
Note: You can listen to today's Dev Diary here!

Өглөөний мэнд!

I am here to welcome you to a special kind of Development Diary – It's the first of a series, but the rest will come later and not in the following weeks. We're working on a comprehensive system for the Nomads of the Steppe, and while we are knee-deep in the production of the expansion, we still want to introduce you to the features as soon as possible, with the aim of collecting feedback and acting on it during our approaching iteration phase.

For that reason we are showing screenshots earlier than usual, so do keep in mind that all shown here is still a work in progress.

Therefore, some small caveats:
  • Layouts, visuals, and other aspects of the UI may change as we continue to refine these systems.
  • The map set up is also not final and we are open to feedback.
  • All values and numbers are still subject to balancing, and some of them are mere placeholders while we work on the features.
  • This is an overview of the next DLC. The following Dev Diaries will go more in depth about all features at a later date – we need time to act on the feedback we get from you, so dev diaries for this update will not be releasing weekly just yet.



Nomadic Government

At the core of this update lies the new Nomadic Government. This new government type is heavily inspired by the rulers of the Eurasian Steppe, and puts a heavy emphasis on herd, might, and land.

image-01.png

[Initial distribution in 1178.]

But what do we mean by that?

Herd

Your cattle and horses are represented by a new currency only available to Nomads called "Herd". In the Steppe, Herd is incredibly valuable and plays a big role in how other Nomads perceive you: it can be used for ransoming, dowry, bribes and even be stolen via a scheme or raiding. It controls who the Cultural Head is and serves as a gate for increasing Dominance (we will talk more about this later in this Diary).

Herd is obtained both through the land by exploiting its Fertility and through your Nomadic subjects via their contracts, since Nomads don't have a stable income. We will talk more in depth about this in the "Land" section below.

One of the main changes when it comes to Nomads is that they do not use levies. Instead, they transform a percentage of their Herd into Horde Riders.

Horde Riders are the most basic type of Men-at-Arms that Nomads have access to. However, these Riders can be then upgraded to better MAAs types, such as Horse Archers, for a cost of gold. These numbers don't come from a vacuum, however; if I want to create 100 Horse Archers, then I will lose 100 Horde Riders as they are converted into the new unit.

Basic Horde Riders don't have an associated maintenance cost, but the other MAAs do in the form of monthly prestige.

We've opted for this change because warring was an essential part of the Steppe life, and levies did not exist per se, as every able warrior would be called when the time was needed. From a more mechanical standpoint, we wanted Nomads to have fewer, but stronger and more significant, MAAs.

image-02.png


The percentage depicted in the screenshot above represents what percentage of your Herd can be converted into Horde, as not all of them are mounts suitable for war. This percentage can be affected by yurt buildings, dynasty perks, character modifiers and other factors.

image-03.png

[Extremely WIP, we are aware of some issues like the Maintenance cost not being displayed]

To reflect the importance of your people, the names on a Nomadic map are also different from our regular naming conventions. It is the Borjigin Mongols that move across the map, not the Duchy of Örgöö.

The Cultural Head gets to take the cultural name (The Mongols), while the smaller rulers have a combination of their House Name + Culture (The Borjigin Mongols). To better reflect the dynamics of the Steppe, we have also changed the way that the Cultural Head is selected in Nomadic governments: the ruler with the biggest Herd becomes the Head instead, independently of their title.

The names on the map, as well as this naming convention using culture are still work in progress, and we are open to hear your suggestions.

image-04.png

[Note that we may remove the "The" to make the titles more readable.]



Might

In the Steppe, might makes right. Titles are not as important as actual strength, and to reflect this we've made a series of changes that only affect Nomads.

Nomadic rulers have access to Dominance, a measurement of their perceived power. Low Dominance implies a relatively insignificant chieftain, while the maximum Dominance represents the rise of Genghis Khan.

Dominance is a fixed scale, a mountain that Nomads have to climb, with each level being a hard-achieved goal that each ruler must work towards. Only those who have a Herd of a significant enough size are allowed to reach the next level.

Dominance affects things such as Vassal and Domain limits, with the lower levels having a very reduced number of both, but with higher levels offering impressive bonuses. Dominance also governs the tiers that you are allowed to target during your migration (more on this in "Land"), access to special Men-at-Arms, title and vassal revocation, settlement outside of the Steppe, flavourful decisions and more.

Obedience

You'll need loyal followers if you're going to take over the world – and it does not matter by what means you've ensured their loyalty.

Obedience is a binary state – either you are obedient or not. Every character that's a subject or courtier has Obedience towards their overlord. Obedience works as a threshold; if a character is below the threshold then they will be unruly, plotting against their overlord or just having general acceptance maluses to various interactions. However, if a character is above the threshold then they will not form factions, start hostile schemes against their liege, and – more importantly – will take their side during the Kurultai succession by voting for whichever heir was your preferred one. The Kurultai is formed by special members of your Council, and having them on your side is extremely important for Nomads.

Obedience is calculated based on several parameters like the relationship with the other character, friendship, their traits and whether you have granted them a Kurultai or Court Position.

image-05.png




Land

Nomads grow their Herd by extracting Fertility from the land. Thus, migrating becomes an important part of their loop in the early stages of the game, when their realms are not big enough to accommodate the horde.

County Fertility is calculated primarily based on the terrain type. Nomads deplete Fertility of the counties they hold until it stabilises at a fixed number where the Herd can be maintained. This number is mostly affected by the domain size, but Stewardship, dynasty perks, yurt buildings and other character modifiers can affect it.

image-06.png


Migration

When the Domain Fertility is depleted, it's time to migrate.

Migration targets de jure titles, and the available title tiers you can target depend on your level of Dominance. A Nomadic ruler of Dominance level 2 can only target counties and duchies, whereas someone with level 3 can target kingdoms as well.

This means that smaller rulers should migrate frequently, either find abandoned lands occupied by Herders, or subjugate themselves before bigger rulers. Bigger rulers in the Steppe should, on the other hand, adopt a more sedentary way of life and demand Obedience and Tribute from rulers in their sphere.

image-07.png

[This panel is subject to reorganizations and reworks.]

The migration screen allows you to negotiate with the local rulers. If two or more independent rulers occupy the same de jure territory, then the ruler with the highest Herd leads the negotiations with you. You can use gold, herd, or a hook to bribe them, and their acceptance depends on their relationship with you, your Dominance level relative to theirs, your Prestige, Prowess, Herd size, their traits, and other minor factors.

If they accept, you will start a travel plan that will take you and your herd to the desired location. If the location had already been suggested by perhaps a courtier you may get some extra bonuses for following the desires of your people.

image-08.png


However, many nomads may refuse to give up their lands, especially if they have a high level of Dominance and find themselves pretty comfortable where they are. In those cases, one must resort to war.

image-09.png

[Total soldiers aren't being calculated in this screenshot. Keep in mind that this is from a development build!]

Migration wars allow the attacker to take the lands by means of force.

The targeted ruler will be either displaced to their other lands if they hold any titles outside of the de jure, or be made landless – similar to Administrative Noble Families or Adventurers. While landless, Nomads keep their yurts and upgrades but can't grow their Herd due to the lack of stable access to Fertility. They roam the Steppe in search of a new place to set up their tents.

No matter how you choose to migrate, your Obedient vassals will follow you, while non obedient ones will keep their titles and lands and stay where they were. The lands that you leave behind will be occupied by someone else entirely…

Herders

Nomads are not the only rulers that inhabit the Steppe. A new unplayable government type called "Herder" populates the map with shepherds that wander small counties. Herders replenish Fertility over time, and are extremely easy to displace, given their lack of armies. They are the ones occupying those counties left behind by migrations.

Having a Herder as a subject is still possible, however, and they will pay a small, fixed rate of herd based on their county's fertility.

One may also choose to voluntarily abandon one of their counties to a local herder, in the hopes that they will replenish Fertility quick enough for them to seize it back. The Steppe is not merciful, however, and another Nomad ruler may be faster than you.

image-10.png

[We indeed have several sheep variations.]



The Great Steppe

Life in the Steppe is not easy, and being at the mercy of the weather and pasture quality is something that nomads have had to adjust to since time immemorial (up to this day, in fact). To reflect this, we've created a seasonal system that governs the general climate of the steppe.

The Great Steppe is divided into three subregions: Western, Central and Eastern, each of them with their own season.

image-11.png

[Another very WIP screenshot, artpass pending.]

Seasons affect the Fertility of the subregion, as a White Zud creates a thick layer of snow that prevents the animals from grazing, while a more moderate and warm weather offers the perfect climate for pastoring.

That’s not the only effect they have though, as different seasons also change the general mood within Nomads. If a ruler extorts their vassals for Herd during an Abundant Grazing season, then they will receive more than usual, and a Severe Drought will promote characters to migrate even more than usual.

The two special and rare seasons of Havsarsan Zud and the Blessing of the Blue Sky explore these effects even further, with the Blessing amply increasing the Fertility of the subregion and the terrible Havsarsan Zud allowing rulers to take a desperate stance, making all of their subjects obedient and getting an invasion CB on settled people. One of the academic reasons given for the Mongolian Invasion is, after all, the lack of pasture in the Steppe at that point in time.

Your Stargazer can also help predict the next season depending on their aptitude. More on this in upcoming diaries!

The Gurkhan

Only one character in the entire Steppe can go on to the highest level of Dominance and become the Greatest of Khans, but we will provide you with tools to stop them.

The Gurkhan is whoever has the largest Herd within the Great Steppe. They are on their way to reach the highest Dominance and are a threat to all. Confederations may form to target them, while hostile scheming and wars may target them more frequently, and the Gurkhan will have to prove that they deserve their seat.



Your Yurt

Nomads have no buildings. Whatever they build is carried with them when they migrate. To represent this, Nomadic Holdings cannot have any other buildings than some basic corrals, but in turn they have access to a new domicile type: the Yurt Settlement.

Yurt Settlements have a main yurt that can be upgraded internally, and several other specialised buildings that give upgrades to pasture management, warfare, diplomacy, raiding, and more.

image-12.png

[Names and art are not final]

Tributaries

During this Development Diary, you may have observed my careful use of "Subject" instead of "Vassal", and here is the reason why.

Tributaries are a new and looser type of subject introduced with this expansion. Nomadic Tributaries specifically have some unique qualities to them.

The Tributary Contract governs the levels of Obligations (or Tribute) that they may pay to their Suzerain. While the tribute is being, sent all is well and a truce is held between the two of them. The tributary relationship is even inherited across generations.

However, tributaries may become unruly over time, and if the suzerain doesn't look that threatening to them then they may eventually opt to stop paying tribute. To bring them back into the fold, a former suzerain can bring them back under tribute by force, pacifying them and extracting both resources and prestige to a greater extent.

Nomadic Tributaries offer a payment in herd, while settled tributaries give gold to their Nomadic suzerains.

image-13.png

image-14.png

[Art and map visualization are still in progress.]

Tributaries can be obtained through a Character Interaction to Demand Tribute or through a Casus Belli. A ruler may also voluntarily offer themselves as Tribute to a Nomadic Ruler to ensure that their lands are spared from destruction.

As with the other features covered in this dev diary, we will do a deep dive on the Tributary system at a later date.

Confederations

With the rise of all these powerful and dangerous khans in the Steppe, lower-tier Nomadic rulers may decide to band together against a bigger enemy through forming a Confederation.

For those in a Confederation, an assault on one member is an affront against all members, so everyone in a Confederation joins defensive wars being fought by fellow members. This potent defensive power is balanced against checks on expansion: as long as they belong to their Confederation, members cannot increase their Dominance or create new titles.

Raid Intents

Raiding is one of the main ways Nomads have to get access to Gold. Given the importance that raiding had in their society, we have decided to expand this feature by adding Raid Intents.

A Raid Intent allows to set a desired outcome of the raiding: you may want to raid to capture interesting characters, steal your neighbors' cattle, or simply burn their property to the ground.

image-15.png

[Art and names are placeholder, so are the intents themselves as we may change or tweak them.]

Some of the Raid Intents will also be available for Tribal characters, while others need specific Nomadic unlocks.

Nomadic Flavor

Lastly, we are adding a number of new Character Interactions, Decisions, Activity Types, a new Vassal Stance, Events, and more focused on unique Nomadic flavour. Genghis Khan's famous storyline and Mongolian specific events will, of course, also make an appearance.

Expect to see a Kurultai, Blood Brotherhoods, Paizas and Kublai Khan's famous Pleasure Dome. More on this to come.

There are many things that we have left out of this Diary because our focus is on the main mechanical features introduced with this expansion, but we will come back to all of this in more detail in the future.

Thanks for reading. We are eagerly awaiting your thoughts and feedback.
 
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Heads up everyone; we're reading the thread and will be tackling feedback and questions where we can! Takes time to process all of the questions coming in from here and all of our other platforms.

In the meantime, here's another type of sheep we've implemented.
1739281228269.png
 
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What influences Tributary rebelliousness? It’s be nice to have more uses for Dread.
A big part of it it's their Obedient value, but also if the Overlord's Dominance or military strength is not impressive enough.

I was wondering if confederations and tributary is only available for nomads or also for other governments? Good job, btw!
Confederations are available for Tribals too. We are still talking about implementation of a different type of Tributary with different break out conditions for non-Nomads.
Will the nomadic gov be available to other groups outside the steppe? Ex: The somalis/bedouin in the desert/berber in the sahara were notorious for their nomadic lifestyle.
This expansion is uniquely focused on the Nomads of the Eurasian Steppe. We do not discard changing the government set up in different parts of the map when the time comes to give them some attention, but if we wanted to give the Steppe the content and quality we wanted we could not expand the scope.

Will earlier startdates also have Nomads? (Turkic / Seljuk migrations into Persia / Anatolia)
Yes.

Can I please get unique art?
View attachment 1253138
Yes. Each new Nomadic MAA (and we have a few) will have unique art.
Another question, what about changing cultures or adding new baronies or counties? Are there any plans to change the map?I'm a bit at a loss as to what to suggest... New badges for coats of arms or something from clothing or armor...
Yes. The Nomadic banners on the map look different (see attachment). We also have unique 3D art for Nomadic characters, including holding graphics, clothes, headgear, hairstyles and more.
How will the control of steppe lands work for non-nomadic characters? Will it be similar to CK2 where you had the nomad agitation modifier?
Non Nomadic characters will be able to turn some Nomadic holdings into Castles if they win them. However, this will be a long and costly process for not that much gain. Nomadic holdings will also get lost on succession unless you've managed to convert them by then

Second, the Steppe as it appears here is missing some key areas. The Wild Fields of southern Ukraine should definitely be included as Steppe for most of CK3's timeline.
The borders of the Steppe are still very much up for consideration (as most things in this DD are). We will take this into account and make the changes we deem needed.
Will the nomadic clan system from CK2 make a comeback to CK3, with the blood alliances and rivalry’s?
Not per se. Blood Alliances are back (with changes) and we will for sure elaborate on them in following DDs.
Polities in the Steppe had aristocrats who taxed their subjects, who practiced both pastoralism and cultivation, among other trades. I see no reason why their system for getting gold should be any different.
Nomadic rulers can build Trade Posts in their domicile to increase the income they get. They can also sell Herd to settled people and vassalize non-Nomads to obtain taxes in that way. We definitely do not want to stereotype Nomads as just "raiders", thus we added the intents also for Tribals.
- Will the season system be available for the entire map?
The Seasons are unique for The Great Steppe. The system is highly moldable and could be expanded in the future.
The words "herde", "horde" and "herder" are all pretty similar but mean different things/concepts. So as not to confuse them, can we have separate sounding words for the 3 of them?
This is something we've also discussed internally. The in game name of herders is "Shepherds", but we will continue making changes until we are happy with the naming.


Thank you everyone for the questions and comments. I will keep an eye on this thread and make some notes, but do forgive me if I'm a bit slow at it, I'm trying to document everything said so we can keep track of it.
 

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This is looking very good so far!
I could use a little more help visualizing nomad gameplay though. Here are some questions I have:
  1. Can nomads lose dominance or does it only ever go up?
  2. Does dominance tie into or replace the count/duke/king tier system?
  3. Will your herd decrease significantly if you stay in one space and deplete fertility?
  4. Will nomad hordes dissappear? Are new nomad hordes created over time?
  5. Is the steppe area fixed? Can settled rulers lose land to nomads?
  6. What percentage of the steppe is occupied by herders? Does this change over time?
  7. With nomads moving about are culture and religion on the steppe in a constant state of flux?
  8. Are nomads an effective counterbalance to Byzantium?
1. They can lose it. We have added an Humiliation CB that can be used to force another Nomad of higher Dominance to go down one level, pay you some Herd and Prestige and lose Obedience from some vassals.
2. It ties into it, as in allowing you to select those targets while migrating, but doesn't fully replace title tiers.
3. Herd stagnates if you stay in low fertility areas. You won't grow, but you won't lose it either.
4. Some Nomads will be displaced by migration and become landless. If they do not find a place to graze, they may disappear.
5. There will be Decisions to Expand the Steppe in some areas like Hungary. Other than that Nomads can hold Castle holdings: they won't be able to use them for much other than getting some taxes, but they can have them.
6. I would say around 20%? It changes organically if Nomads do not migrate into their lands -- or if they migrate there too much.
7. Sometimes.
8, We're still in a very WIP state when it comes to balance, but for now I can tell you yes.
A couple questions
1. Do the Magyars in 867 get nomad government?, if so are there any change to the current Hungarian migration feature?
2. Does the nomad system at all play into the Seljuk invasion in the 867 start?
3. Is there a way to transition between tribal and nomadic or from nomadic to clan or feudal
1. Yes, they are Nomadic, but no specific content was added as of now.
2. No changes to the Seljuk invasion.
3. Yes. If a Nomad holds non-Nomadic holdings outside of the Steppe they may switch government types. The specifics of this process are still up for discussion (cost, requirements, etc).
 
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What is the thought process behind making herders unplayable?
From my understanding it's mostly because they're Not Interesting from a gameplay perspective, and the simulation detail required to make them Interesting would cause an unacceptable loss of performance.
 
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Some Questions :
1. Do kingdom level nomad get to have royal court?
Yes. I already answered some of the other questions in previous replies.
I think another challenge nomad gameplay has put forward is that, the current culture system becomes basically meaningless on steppe.
Horse Lords, Pastrolists, Horse Breeders and Steppe Tolerance are bascially suitable for every horde on Eurasian steppe, while most innovations basically means nothing on steppe. I almost feel that when playing on steppe, we should just forget cultures until settled down, only then will we be able to pick traditions for our tribe.
We are revising the Cultural Traditions for Nomads. Horse Lords and Steppe Tolerance have been dismantled and their content moved to different places: Nomadic Government, the Way of the Nomad Trait, new Cultural Traditions and even Dominance. The reason for this is that most Nomads in the Steppe had these two traditions, making them almost identical and the set up boring and repetitive.
 
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Are we going to get new recommended starting tags? Obviously we'll get Temujin for the 1178 start, but are there any others you can highlight?
We have new bookmark characters for both 1178 and 1066.
 
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I like the idea of a less legalistic society putting more emphasis on personal loyalty / coercion. However, I think the system can make use of elements already in the game, the loyal and disloyal traits.

Perhapse the system of loyalty can be a general mechanic for everyone, but it affects nomads more than others. Or nomads could work on a smaller scale making it more likely for subjects / vassals to become disloyal.
The reason why we decided against this is that it would imply that almost everyone in the Steppe would have to have one of those traits. They're also less nuanced -- a character can be loyal to someone but disloyal to a different ruler, which would mean that we would have to flip the traits every time they switch liege; this would make it hard to keep track of characters and in general look confusing. Another reason is that we want certain actions to make characters Obedient, like giving them a Court Position or selecting a certain choice in an event option. This granularity would also be lost if we don't have a numeric value behind the Obedience calculation.
 
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Maybe in the future but not now, “fertility” an “seasons” aren’t meant to represent what you think.

The steppe is a diverse and harsh environment.

Fertility here isn’t meant to represent “how much potential does the soil have” but rather “how much grazing ground is there”

“Season” aren’t meant to represent summer, winter etc. but rather “did the weather f*ck up this area???” Because you can have a white zud in summer and it ain’t pretty or you can get a pretty nice winter..
You explained it perfectly :)
 
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Immediate question: what happens if some rulers of a culture are nomadic and others are settled?
In that case it is calculated based on their military strength.
Will the Nomads be getting a unique throne room? How will items and banners be displayed? Imagine instead of having some item on a stand somewhere, it's just a horse inside a tent. Or maybe it's an open tent and you can have horses everywhere instead of people.
All I can say it's that they will be getting an unique throne room with different levels depending on their Grandeur.
 
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How do tributaries look on the map? To me it seems they are simply part of the realm. Have you considered other options?
They have an icon next to their CoA, a line that links them to their overlord and a similar colour, but different borders. See attachment.
On average how long are the steppe climate cycles? On one hand I'd love for more incentives to decrease game speed, but with most activities and interactions being on multiyear cooldowns I fear that this might end up like Northern Lords winter severity and become something largely ignored if they follow yearly patterns.

Is it too farfetched to revisit these mechanics and in the future to make things more interconected?
Seasons last around 4 years at this time. Balancing is very much up in the air and we may extend or reduce their duration.
And our design philosophy on CK3 is to make systems that we want to build upon and continue growing in the future, so it is not farfetched to say so. The Raid Intents are an example of that, as so are Confederations being available to Tribals too.
 

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Ofc, i like to think of myself as somewhat of a steppe connoisseur…

Can you confirm that bad weather events are more common from east to west?

Its the historical reason why all major hordes moved west mostly
I can confirm that. Not on game start in 867 or 1066, but after around 100y in game from 1178 it will start to happen.
 
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Why is nobody talking about that ?
Did I miss something ?

There's also one in Novgorod. Are Republics also coming or am I missing something ?

Anyway, existed for Nomads too !
Republics have existed in-game since release, they're just not playable. Same as Theocracies.
 
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Amazing! Very cool to see a DD this early in the development cycle! One small note: the 3D model for the nomads moving on the map should be something fitting the vibe. Maybe multiple horses running.
The model changes. See attachment.
I have two questions:
1) Can an adventurer buy some heard and become/adopt a nomad life in the Far East? If I'm kicked from my realm in Europe can I buy some animals among the rulers of Mongolia and become a nomad character with a thirst for blood from my uncle who usurped my titles in the HRE?
2) Can a defeated nomad become an adventurer in case of complete defeat?

That's all, thank you for the awesome DD and the great vision you are bringing to the game!!
1. It hasn't been done yet but that's certainly an interesting thought. Doing something with this shouldn't take too long to implement.
2. And yes.
 

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I don't think so. CK3 is the same engine as Imperator, and Imperator has empty colonizable counties in the Steppe. I would like the addition of empty colonizable counties (for non-nomads) in CK3, and it would also benefit some mods greatly like AGOT.
It is indeed due to a technical limitation. Implementing Nomads in CK2 with "empty" holdings caused a whole lot of problems down the line until the very end of its days. The tech team assessed that it would be too much of a risk to do and we would have to account for that in every single system we have now and in all of those we may add later. Herders were created to tackle this issue in a way that our engine would better support. As it has been pointed up above in this thread they are meant to represent smaller and sparse communities rather than the big Nomadic societies that we label as "nomads".

They are called "Shepherds" in game but we can change the name from script to Pastoralists, I think that'd be more fitting, so thanks for the suggestion.
A quick question here.
Will there be a new start date for this update?
No new star date but two new bookmarks for 1066 and 1178.
So how will it work for wars since the capital seems to be the movable yurt and as far as I know the AI cannot besiege this "unlanded" property. Will all the war score be based on won battles ?
Nomads have a small, non upgradable building that marks their capital as their Nomadic Settlement. That's what can be sieged in wars and raided.
 
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Hoping that some of the new mechanics you alluded to (dowries, converting levies to MAA, confederations, etc.) end up being available to everyone in the game in some form.
By "dowries" I meant that it increases the marriage acceptance. We are not implementing a new system for it.
Levies have not received special attention as this DD is solely focused on Nomadic governments, but we do not discard looking into it in the future.
Confederations will also be available for Tribals.
Hello @hattusa ,

I have a question on this.
It may be, that I have not yet fully grasped your concept of nomadic land holding and such, but should a bigger ruler, with a bigger herd not have to migrate more often, because the cattle would eat everything up more quickly?

From reading your description it seems like nomad ruler let their herds graze in lands they occupy physically? Or do they need to own the title? How does the "break even point" ever occur that you are describing?
What I mean by "bigger ruler" is someone that has a bigger realm, like the king of Cumania. In that case we do an abstraction of your herd migrating internally in all your realm. The calculation for how Fertility is depleted takes into account the number of counties (among other factors), so if you have a smaller realm it will deplete quicker, given that you are exploiting the same county over and over.
Ok so a few things;
1. YES YES YES YES YES YES YES THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU SO MUCH! The game shall now be complete in my mind, this is what it's been missing!
2. The main thing I'm interested in right now is not necessarily playing nomads but rather how they affect the world of Ck3. I guess what I'm asking is will nomads' actions be felt in the rest of the world if that makes sense? Like, in the middle ages irl, nomads migrated everywhere, Europe, Persia, Anatolia, China, etc. They really made an impact on the world. I sure hope y'all make a setting where nomads migrate like crazy into non-nomad lands and really affect the cultural and religous landscape of the world.
3. If a nomad migrates to a non-nomad land, will they automatically convert some of their new counties to their culture / faith?
4. I understand what you say about adding nomadic government to places other than the steppe and your descision makes sense. If it's not too presumptuous, I'd like to remind you that although adding admin government to places other than Byzantium wasn't your focus either, you still allowed it as a game rule. Could you not allow game rules for Bedouins as well?

But seriously thank you so much for this!
1. Very glad to hear :)
2. Nomads can only migrate within the Great Steppe. What I mean by this is that the GS is where they can extract Fertility from the land and grow their Herd. They can still, of course, leave the steppe and take over settled lands via a CB. As I mentioned in one of the replies they can hold castle holdings and get taxes from them, but they still cannot build buildings. This does not mean they immediately get switched out of the Nomadic government. They can still stay as a Nomad in counties outside of the Steppe, but their Herd won't grow. Instead, they will get a decision to switch to the government type of the counties they occupy.
3. The counties will stay as the previous culture/faith and will follow the usual process for conversion.
4. We are in talks to add other Nomads in the world as a game rule, as so many people have been requested it. It's a bit more work than what we did for Admin, as we need to create a "Sahara Region" (and more) and set up Fertility there, but it seems likely that it will happen.
 
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The fact that for Nomads outside of the Steppe horde will not grow kinda sucks, ngl. Would it be possible to allow them to grow, but at reduced rate - something like -25% per holding in a county? Maybe allowing razing of the holdings in a county to try and counteract it, just like CK2? And a ceiling on 70% or something, so even if they raze everything they will grow much slower than Great Steppe nomads?
Nomads grow their Herd by extracting Fertility. Allowing Nomads to grow their herd out of the Great Steppe would mean adding Fertility to all counties outside of the steppe too. Fertility is meant to represent Grazing Land, so it has no use outside and it would just contribute to UI bloating for settled governments.

This is kind of lame. Nomads still acted very differently when they conquered other regions of the world outside the steppe. The Magyars or in earlier times the Avars should not stop being nomads as soon as they conquer Hungary, it should take a good long while for them to settle down. And yes I know there's a decision to expand the steppe here, but I feel it may not be enough. Same with conquering and migrating down into Anatolia or Persia. Tribes could still definitely function in ways that were nomadic and fight and organize themselves as nomads long after they conquer settled lands.

Especially since this DLC seems to be so designed around the Mongols, and essentially seems to be intended to deliver the "Genghis Khan" Fantasy to players, your end goal being to conquer the world and then become Feudal or Clan even when Khanates like the Ilkhanate I would argue still kept many "nomad" features(and settled lots of tribes as entire units within their territory) is a bit lame. It should be possible for sure and there should probably be some sort of "Government Tension" feature if you conquer a vast empire where your settled subjects want you to transition to a settled style and move your capital to a proper city while your nomads wish for you to remain nomadic in style and culture. But it should not be like an ultimate necessity.
I want to make something clear. You do not have to switch out of Nomadism as soon as you hold a county outside of the steppe. You can have land inside the steppe that gives you Fertility and therefore Herd, and land outside that gives you some taxes. If you are playing a Genghis Khan type of campaign you will have both things.
If you, however, only own land outside of the steppe it will be hard for you to be a Nomad, even if we don't force you to switch, since you will have no way to grow your herd other than having Nomadic Tributaries (which could still be a viable option).
 
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