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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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Will there be mechanics added with the Great Silk Road? China historically traded with Europe through the fact that there were several trade routes through the steppes. They were rich not only in silk, but other jewellery as well. And in most cases the cultural centres of the steppe were built along these routes.
Will the emergence of Islam and its spread in the steppe be played out in any way? And most of all, I wonder about the ethnic groups that might appear. For example, the same Kazakhs. Yes, the main/modern ethnogenesis took place after Genghis Khan, but is it possible?
 
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Cool! This is exactly the kind of DLC I want to see from CK3. A whole new set of mechanics to simulate a completely different (but strangely similar) experience of rulership in a different culture. This is cool enough that it makes me want to go on a research journey to learn more about the eastern steppes peoples and their history, which is exactly what I love about CK3! Absolutely you're on the right path here, A+ keep it up ^^b
 
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Will there be mechanics added with the Great Silk Road? China historically traded with Europe through the fact that there were several trade routes through the steppes. They were rich not only in silk, but other jewellery as well. And in most cases the cultural centres of the steppe were built along these routes.
Will the emergence of Islam and its spread in the steppe be played out in any way? And most of all, I wonder about the ethnic groups that might appear. For example, the same Kazakhs. Yes, the main/modern ethnogenesis took place after Genghis Khan, but is it possible?
Merchants have to be in the works at some point. It's one of the main features from CK2 that hasn't been touched at all yet. I imagine that's when such a thing would be added.
 
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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.


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).
Really wish we could turn land in some regions of europe or africa into steppe to make it possible to do some non-historical and fiction history

(I want to make a holy roman nomadic empire)
 
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There needs to be a penalty if your herd gets too big for the area of the steppe you are in, like bad conditions come in and start reducing your herd size until you move. Or you get more herd animals from tributes or dowries or raiding while the area you are currently in can only sustain you current herd size (size you had before you got the extra herd animals).
 
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I imagine if selling or buying characters as slaves will be a thing in some Nomadic pack or another one.
It is a terrible thing for sure, but one that permeated a lot of realms and societies, just not in the racial and colossal scale that the Atlantic and colonial slavery would operate.


It fits, in my view, the character-base experience of CK3, and would work off some variation of Prisioners. With the exemption that you buy them from traders intead of ransoming, and that you turn prisioners of raids and war into slaves. That would also be a terrible sin against a noble, that would turn their House's hate against you for doing it (slaving for yourself or selling them off as such).

Some would be turned into bodyguards, officers, eunuchs, or knights. Others would turn into spouses. Or hold other court positions with excelence.

Could add some flavor and drama to the game, with the proper care. And add a true terrible fate besides blinding, executing or leaving political prisioners imprisioned.


Don't know if it would fit the Nomad pack, but certainly would be a good opportunity.
 
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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.

So according to you plains, grasslands, floodplains etc are not fertile ground? Not to be annoying but i think there's more fertile land in the duchy of Neustria/Normandy than there is in the entire steppe region (figure of speech).

Why not just make all terrain suitable for grazing apart from oceans/mountains/desserts ?
 
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Fertility should be visible as a stat if the county is within the steppe/sahara OR if the county is held directly by a nomadic/herder ruler. Fertility should be drastically reduced with development or any holdings in the county. Terrain fertility growth should be tied to culture so steppe nomads can't bleed into the forest or taiga despite the low development.
 
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So according to you plains, grasslands, floodplains etc are not fertile ground? Not to be annoying but i think there's more fertile land in the duchy of Neustria/Normandy than there is in the entire steppe region (figure of speech).

Why not just make all terrain suitable for grazing apart from oceans/mountains/desserts ?
I think the question of fertility of a county is also made with the assumption of area. Pasturage for large herds requires vast, open tracts of plains/steppes, far larger than locations like Normandy and the like are capable of providing. There's a story about a Mongol Khan who upon subjugating a large section of China was giving serious consideration to razing the entire area--for the herds. A trusted Chinese advisor to the Khan convinced him it was far more profitable to tax the inhabitants than to slaughter/deport them.

An area like Normandy may have open sections of land, but it's for farming mostly. Cattle and horse require grazing land and in Normandy this is provided in specific, bordered fields. These animals are also not expected to live without support in terms of shelter and feed. Steppe herds have no shelter and rarely are corralled into enclosures at all. They just roam. Also, steppes have only camps with tents/gers/yurts, no permanent buildings or villages or towns. A county in the steppes is literally undeveloped in terms of human sedentary activity.
 
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Is this going to be in the big expansion or on the more focused content DLC?

Also, several features here seem wasted to be used only on nomada when the rest could gery well use them, such as confederations (or defense leagues for europe) or obedience. It seems like a loyalty system similar to that could make factions more consistent and less random and nonsensical
Sounds like an interesting way to fix the issue of realms shattering then never reunifying into a new state
I'm coming in from a long discussion over in Stellaris where combat micro was one topic we gave extensive feedback over. The concern is how much micro there'd be if a clan/feudal player had a salient into nomaic lands: would they be playing whack-a-mole with raiders all the time?
I'd hope so given how much of their legitimacy was built on their ability to do exactly that
Have you guys considered bumping up the effects of harsh winters, and maybe adding a topbar alert/warning? As original poster said, winter happens so frequently that I tend not to pay attention to the severity. Would be good to have an infrequent 'super winter' with negative modifiers so bad you'd be stupid/desperate to fight in it, something that could actually scupper your plans (or save your bacon if you're being invaded)
While harsh winter should be harsher, wars aren't long enough for this to work. Waiting 3 months to invade anyway doesn't change much in game
 
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I agree that this revealed steppe DLC content is much more promising than content from (somehow) underbaked first DLC from Chapter III. Also i think that steppe peoples mechanic presented in this DD has potential to be also used in few future flavour packs ( first thought ; Hungarian- German kingdom struggle with battle of Lechfeld, 910 AD Hungarians before this battle was more typical horse people than early medieval tribe :).
I also have a question - is there a passibility to add fermentated horse milk production building chain to horseman domicile? Thay can have the same bonuses like breweries and vineyards for feudal kingdoms, but they are more suitable for steppe cultures !
 
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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).
And what about building holdings in the Great Steppe? Historically the Golden Horde had a lot of bustling cities.

 
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Allow tribute mechanics for all government types! Vikings need more gold!

It would be great to collect tribute from rulers far beyond your lands, depending on your might level. As an example, a map showing the lands and tributaries of the legendary Ivar Vidfamne:

1739400678006.png
 
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I imagine if selling or buying characters as slaves will be a thing in some Nomadic pack or another one.
It is a terrible thing for sure, but one that permeated a lot of realms and societies, just not in the racial and colossal scale that the Atlantic and colonial slavery would operate.


It fits, in my view, the character-base experience of CK3, and would work off some variation of Prisioners. With the exemption that you buy them from traders intead of ransoming, and that you turn prisioners of raids and war into slaves. That would also be a terrible sin against a noble, that would turn their House's hate against you for doing it (slaving for yourself or selling them off as such).

Some would be turned into bodyguards, officers, eunuchs, or knights. Others would turn into spouses. Or hold other court positions with excelence.

Could add some flavor and drama to the game, with the proper care. And add a true terrible fate besides blinding, executing or leaving political prisioners imprisioned.


Don't know if it would fit the Nomad pack, but certainly would be a good opportunity.
Haha, bro, your point of view is exactly the same as mine. If you're interested, you can also take a look at my thoughts—my comment is on the 358th floor.

(During the medieval period, population trade was not uncommon. For instance, Muslim rulers in the Iberian Peninsula often purchased Slavs from the Rus' regions, referring to them as "Saqaliba." The Muslim world, due to religious teachings, frequently utilized slaves in military roles, particularly Turkic slaves, such as the "Mamluks," "Ghulams," and the Ottoman "Janissaries." Some slaves even regained their freedom and went on to influence political landscapes or establish dynasties, as seen with the Mamluk Sultanate, the "Slave Dynasty" of the Delhi Sultanate, and the "Group of Forty.")
 
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Only if there is a way to puppet them. Like how the caliphs, Japanese emperors (and sometimes even shoguns), and Merovingian kings were sometimes puppets. A hereditary regency, basically. Having all the powers of the liege without technical being the top liege.
I love the idea of hereditary regency, which also happens in Cordoba and Dali. However, I have to point out that, it's a quite rare situation to be a non-nomad vassal under Borjigins in CK3 now. If player start in 867 and 1066, player could become the greatest of Khan himself. In 1178 player could join Jamugha, the Gurkhan, to wipe Temujin out. As late as 1337, most named lords on steppe are descendents of Cenghis Khan. Only later Nogais, Dughlats and Oirats may have a hard time, if not annexed by secondary Timurids. The legitimacy of Borgijins is only acknowledged by nomads, which prevent other nomadic lords from calling themselves khan, so they would call themselves Taishi or Emir instead.
 
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I certainly feel that tribes should have the ability to migrate as well as obviously historically they did, as I'm sure the Romans knew all too well. Albeit, not as much as what we typically refer to nomads. So perhaps tribes could migrate at moderate cost, and not great distances. And whether they can or not should depend on how much that society relied on agriculture and therefor being tied to the land vs practicing pastoralism and hunting/gathering, which allows them to be more mobile.
 
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So according to you plains, grasslands, floodplains etc are not fertile ground? Not to be annoying but i think there's more fertile land in the duchy of Neustria/Normandy than there is in the entire steppe region (figure of speech).

Why not just make all terrain suitable for grazing apart from oceans/mountains/desserts ?
The steppe is enormous and the Duchy of Normandy is quite small. The nomadic cultures they're trying to model here are adapted to the conditions of the steppe, and if you got as far as Western Europe you'd end up in much the same situation as the Mongols did in China. Pannonia is about the best possible landscape for nomadic pastoralism in Europe, which is why they've indicated they'll let us do nomadism there.
 
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Amazing! But yes, definitely remove "The" in the culture titles visible on the map, it's rather hard to tell what the actual name is at a glance when there are 40 countries bunched together that are all "The X".

Another thought I had as well would be to instead call 'Herder' governments 'Pastoral', but otherwise everything else is great!
 
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