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Dev Diary #162 - Steppe by Steppe

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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I am NOT advocating for a China expansion; but how is this dlc going to handle potential map expansion, as currently large parts of the Steppe are missing from the map. It will be hard to simulate the Steppe well without adding Inner Mongolia, Western Gansu, Manchuria and especially Korchin. I don't think China should be added, but it's peripheries were also part of the Steppe and are important for a Steppe expansion. In fact parts of Gansu are already in the game and have Han culture, so expanding the map up to the Great wall isn't the most far fetched idea.

Also it would be great to expand the map just slightly North, to include a bit more of Siberia, as currently the map stops North of Krasnoyarsk, leaving out much of Khanty-Mansi Okrug and Tomsk, Irkutsk and Krasnoyarsk Oblasts. Not all of Siberia should be added, but currently the map stops at around 55° North, raising it up to 60° isn't that massive a change. But importantly it would add many areas which frequently interacted with the Steppe, but are omitted from CK3.

TLDR; Expand the map to include all of the Eastern Steppe, without adding China.
 
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Okay some thoughts from me going as I read Dev Diary, so some might be explained lower


While basic Horse Riders can be without maintenance, losing them - should reduce your Herd Size and in consequence your income. Yeah, Herd Size should be tied with Income, rather than the current "income is flat rate from buildings".

- Love the changes to the naming conventions and how power/might works for Nomads;

- Obedience sounds like Dread/Relationship with extra coat of paint;

- Land Fertility sounds like it's Nomad-only thing which is sad. I hoped for proper agriculture tied with economic rework for all :(

- Is Land Fertility county-based or barony-based? Cause I kinda feel like it would make sense that Nomads are much more granular than Feudals and could interact with single baronies, rather than entire counties;


The most important question answered before it got answered!

Now for the follow-up - is it possible to get rid of Nomads entirely and just leave the entire Eurasian steppe to Herders? How does Feudals interact with them? Can I declare protection racket over the Herders *without* conquering/making them my subject? Can I make my subjected Herders not pay me any tax at the benefit of increased fertility of the county?


Fantastic! I kinda want it everywhere now.
Also how many seasons are there?In the screenshot you have shown 3 of them and later mentioned 2 more of them. Is 5 of them total or will there be more?



Okay, so Yurt upgrades are movable. But *how* moveable? Are there some upgrades that are restricted to some specific terrains only? Are there some stationary upgrades that have to be left behind during migration? Are upgrades moveable completely or to a certain level (as in if I have X on Lvl 4 and I migrate, would I still have X on Lvl 4 or would it go down to Lvl 2)? How many upgrades are there anyway? Can you mix and match upgrades however you want, being able to swap them at will (with just the cost limiting you)? Are there some upgrades that are limited by Herd size?

- Nice to have Tributaries back.
NGL, this made me think of forcing enemy to pay War Reparations for the duration of X years, rather than one big lump sum of money. But then I remembered this is not Victoria3/EU4 and the war/peace negotiations don't work like that; ;(

- I really hope Confederations are not exclusive to Nomads.

- Raid Intents are nice. But have they come with raid rework or not?
They’ve said in other responses that they’re working on a way to make confederations work for tribal
 
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so cash.jpg

Hey nomads,
My name is Xündüs and I hate every single one of you. All of you are greedy, rapacious low-lifes who spend every second of their day raiding other stupid nomads. You are everything bad in the world. Honestly, have any you ever gotten a herd? I mean, I guess it's fun raiding other people because of your own poverty, but you all take it to a whole new level. This is even worse than tribal realms.
Don't be a stranger. Just face me with your best mount. I'm pretty much perfect. I won every tourney I've entered, and the chosen guest of every feast. What Activities do you attend, other than "raid, sack, and enslave other people"? I also get actual gold income, and have a super fluffy sheep (I just sheared her: it made SO much cash). You are all raiders who should migrate to less fertile pastures. Thanks for listening.
Pic Related: It's me and my herd
 
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Finally, FINALLY the levy system gets turned into something more meaningful, useful, and - most of all - more historically accurate!

I hope every other part of the map gets the same "turn basic unit into professional soldiers" mechanic, that would make levy obligations also way more important than they currently are.
I hope that gets translated into the MAA system as well.
 
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Since it seems that the nomads will only use cavalry MAA, will you be able to conscript infantry and siege units from conquering other cultures? as the Mongols had units from all over the place, including siege engineers from China.

Also will the Mongols or other nomads have bride stealing? It could be part of intrigue or a byproduct of raiding. The character that loses their spouse could then get a CB to rescue or use intrigue to return her..
 
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Love the addition of nomads!

I really hope the tributary system (especially) and the confederation system also become available in some form to other government forms. A playstyle I really enjoyed in CK2 was to play tall and only go to war for tributaries.
 
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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.

Given that Nomads can hold more than just the nomadic holdings, can we expect to see mechanics around creating a Steppe city like Karakorum, or on the border of the Steppe where agricultural goods can be more easily imported (or farmed in limited quantities)?
 
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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.

What do the Tribals (or Feudals) get from buying the herds from the Nomads?
Also somewhere else it's mentioned that once the Fertility goes all the way down - your herd does not grew but it stagnates. Will selling some of your herd decrease the rate at which Fertility goes down?

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.

Oh well. Here's hoping for the next time.

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.

Would it be possible to make them even more distinct somehow? Maybe a checkerboard (as opposed to stripes which are during conquering stuff)? Although I feel like it would get ugly real fast...

- Speaking of Tributaries - do the "owner" of them goes to their defence during war or do they not care?
 
I’m not sure why there’s a gameplay distinction between Herders & Nomads, to be honest. Yeah, in Game of Thrones they’re different people, but I was under the impression that in real history all steppe nomads were herders. The idea that when a group of nomads left an area, a different group of nomads moved in who somehow had no military might & also had livestock with the magical ability to not deplete grass when they grazed it is… weird.

And I don’t want to hear anything about ‘Herders replenish fertility because their livestock fertilize the soil with their droppings’ because the livestock of regular nomads should do that, too.
 
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Will there be unique wanderer actions for wanderers that start in the steppes or of steppe-cultures?


Also while you are at it, please increase the tick limit for the Iranian Intermezzo. It ends far too quickly and you need to force yourself to rush. It should end with an impending Seljuk/Turkic migration southwards (mid 900s at the earliest).
 
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Everything here looks awesome and fun, but i worry about the amount of content and replayability of the nomad type of government. Is being a nomad just a stepping stone to settle and become feudal/clan like everyone else in the map? is there enough content tied to nomad governments to make me not want to rush feudal/clan after playing as nomad a few times? How much does this DLC interacts with the other DLCs i have?

In RtP i stopped starting as a landless character because i realized it’s just a step to being a landed ruler like every normal character. There’s not enough content in landless gameplay (it’s also quite repetitive), and by being landless im locked out of many major game mechanics and content. It doesn’t help that landless gameplay has almost zero interaction with other DLC mechanics like the Struggle for Iberia or the Iranian Intermezzo.
 
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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 ?
 
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I’m not sure why there’s a gameplay distinction between Herders & Nomads, to be honest. Yeah, in Game of Thrones they’re different people, but I was under the impression that in real history all steppe nomads were herders. The idea that when a group of nomads left an area, a different group of nomads who somehow had no military might & also had livestock who had the magical ability to not deplete grass when they grazed it is… weird.

And I don’t want to hear anything about ‘Herders replenish fertility because their livestock fertilize the soil with their droppings’ because the livestock of regular nomads should do that, too.
From what I can its a distinction between large numbers of people with large herds which systematically consuming every price of grass and sparse people with small herds that allow the land time to recover from the intensive grass consumption
 
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KO
I’m not sure why there’s a gameplay distinction between Herders & Nomads, to be honest. Yeah, in Game of Thrones they’re different people, but I was under the impression that in real history all steppe nomads were herders. The idea that when a group of nomads left an area, a different group of nomads moved in who somehow had no military might & also had livestock with the magical ability to not deplete grass when they grazed it is… weird.

And I don’t want to hear anything about ‘Herders replenish fertility because their livestock fertilize the soil with their droppings’ because the livestock of regular nomads should do that, too.
Honestly it's just an engine limitation. Every county must always have a holder—the game does not support uninhabited counties. Shepherds exist to be placeholders for "empty" territory. They presumably preferred this to having some kind of pseudo-character like ASOIAF does with ruins, which is kind of janky.
 
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