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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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View attachment 1253891
This you?

Jokes aside, I agree that the word "domain fertility" might not be as fitting as maybe pasturage in this case (I actually hadn't heard of it before)- but I would still say that fertility as in fertile lands - makes at least some sense. At a certain point in development - things are kind of set in stone - and everyone in the office talks about "fertility", the code says "fertility", the localization says "fertility" and so on.

Things can always be improved when it comes to development - but if you don't lock down concepts or features at a certain stage - you'll have a product development cycle without end. I will however steal away the word "Pasturage" and raise it to seem incredibly smart, next time I get a chance to.
I get where you are coming from, and totally accept that if its too difficult to move on from you wouldn't want to do it. But for me at least, "Fertility" is inherently tied to agriculture. The Nile is fertile, the Lower Yangtze is fertile, Southern Italy is fertile etc. I would not describe the steppe as "fertile"(though there are actually spots that would be/are with modern tech good farmland with water access.). This is why I mainly disagree with the usage of the term, I think fertility is an inherently agricultural concept so for it to be used for a pastoralist lifestyle is odd, though yes of course "fertility" is still important for the recovery of grasses. But still it doesn't make sense to me that you "lower the fertility" when your animals graze it. But you CAN lower the amount of available pasturage making it need to recover, but generally speaking the fertility probably wont be changing that much.
 
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I get where you are coming from, and totally accept that if its too difficult to move on from you wouldn't want to do it. But for me at least, "Fertility" is inherently tied to agriculture. The Nile is fertile, the Lower Yangtze is fertile, Southern Italy is fertile etc. I would not describe the steppe as "fertile"(though there are actually spots that would be/are with modern tech good farmland with water access.). This is why I mainly disagree with the usage of the term, I think fertility is an inherently agricultural concept so for it to be used for a pastoralist lifestyle is odd, though yes of course "fertility" is still important for the recovery of grasses. But still it doesn't make sense to me that you "lower the fertility" when your animals graze it. But you CAN lower the amount of available pasturage making it need to recover, but generally speaking the fertility probably wont be changing that much.
That is fair and valid!
 
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but isn't the localisation just a single (or a few, depending on how many times you localise it) string?
Yes, you could change the english localization to say whatever you want. The issue then is that every designer or developer would be confused because it says one thing in the codebase and script and something completely else in the game. That's not the entire world - and could absolutely be warranted in some instances, but should be reserved to times when it's really needed.
 
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The seasonal system is a great idea and needs to be used by all the the other regions in the game, not only the Great Steppe.
Stop adding new systems into the game that are not integrated at all levels.
 
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A little offtop, but the fact that Prus, Polans and Lithuanians got skipped is weird. Were there some heavy resistances there or did Ivar Vidfamne decided that these realms are too poor or something else?
I would say that the sagas rarely give place to the lands you're talking about. But in any case, I wouldn't take this map seriously, it's just an example of how it might look in this game. Ivar was a legendary ruler, so even if he really existed in the 7th century, he clearly couldn't have had power over such vast lands, even for a very short time, without leaving himself mentioned by other peoples. In addition, the sagas constantly embellish and greatly exaggerate the events described in them.
 
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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).
Well, if you ask for feedback, what I gather from the comments is that the nomads look cool, but you are missing a transitional mechanic. As presented there is a hard and sudden transition from Nomadic to feudal (if one chooses) or you are stuck with unusable holdings.

This seems problematic, as that is not what the Mongols, Turks or Magyars represent once they had conquered their territories right? You miss the transition from being nomads to settled realms once they conquered and could profit off those new areas (China, Pannonia, Persia, Asia Minor, etc.) notwithstanding that nomads did not always settle.

So, if you could implement something that better reflects this, it would both make creating a large horde empire more interesting/challenging once that stage is reached; make the end of the steppe lands a bit less jarring; and the reception of the dlc likely more accepting (though I think what you plan with nomads in general seems fun already).

While I mention this, a better transition from x to y government could generally be better reflected, but I believe that is a common idea. Hope the feedback is helpful and I look forward to what the rest of Chapter 4 holds!
 
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I have a few suggestions about new steppe content. And I have a few requests.

1) While the Mongol Empire can be established with all Mongol cultures, the Turks not having such content is a deficiency. It would be great if there was a decision to re-establish the Turkic Empire like the decision to establish the Mongol Empire. As it is known, the Gokturk Empire was a steppe empire that was established hundreds of years before the Mongol Empire and grew rapidly and ruled a large geography. The Ashina dynasty had great nobility and being from the Ashina dynasty brought legitimacy to rule the steppe for a long time. An empire that left its mark on history and the geography of the steppe could be a content accessible to the Turks in the game.

2) I think we need an Oghuz rework while the steppe content is coming. For example, it would be great to use non-Islamic names for the early Oghuz. There are many names with Islamic and Persian influences in the Oghuz name pool, but this does not give a realistic feeling, especially when we play at the beginning of 867. This is a problem that spoils the taste. Perhaps a separate culture can be used to separate the Muslim Oghuz from the non-Muslim Oghuz. As it is known, the Oghuz started to use the name Turkoman for themselves after they became Muslim to separate themselves from the non-Muslims. Perhaps a new culture can be invested in this name and with Islamic and Persian cultural features.

3) Last one is about Kipchaks. In the game, the Kipchaks are very unstable and soon split up.
They were founded in the first half of the 11th century and came to rule a wide geography. Contrary to what happens in the game, they continued to exist steadily for a long time. In fact, they became stronger and expanded more with each passing time. Until the Mongol invasion came. Until the Mongol invasion knocked on the door in the 13th century, they were the strongest and most stable power in the western steppes. When the Mongols came, they fought them but were unsuccessful and lost. However, they continued to be the dominant culture in the region as the inhabitants of the lands ruled by the Golden Horde state. They did not lose their culture. In fact, the Golden Horde Khans became Turkified in the process. The Golden Horde is also known as the Kipchak Khanate
 
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Also, how does it make sense that grassland/farmland is not grazable land? If anything, wouldn’t that be more attractive to hordes? Implementing the fertility system more broadly, could allow you to use it for other ends in the future as well right? Like regular farming/pastures to simulate food/famine for instance?
 
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Regarding the Herder depiction as a shepherd on foot with a staff, I also wanted to add that this wouldn't be very efficient in the steppes as a nomad. First, your herds of whatever would be roaming freely across the plains. Yes, within the general area of your camp, but still just wandering about, consuming grass. At times, it would even be out of sight which is saying something on rolling, largely treeless terrain. You would have to go find them and you're not going to have much success unless you're on horseback. It would take too long to find then, then drive them somewhere else for reasons if on foot. We're not necessarily talking of one herd either, but possibly 2 or 3 herds of livestock. Pastoral nomadism was largely on horseback for a reason. Herders on the steppes are going to be on horseback unless they have a very small herd or are extremely impoverished.
 
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Is there any system to simulate the rise in outward pressure of nomadic powers/confederations pushing out previous Nomadic powers into more traditionally settled lands?

Part of the history of the Steppe and its relations to the civilizations on its periphery (various dynasties of China, Persia, Mesopotamia, Asia Minor, and Eastern European plains) was the result of powerful clans or confederations forming and gobbling up sizable parts of the Steppe and pushing out existing nomadic tribes into conflict and invasion of settled lands.

Frequently it wasn't the powerful confederations doing the invading, raiding, and sacking of civilized lands, but more often than not, it was the losers of the Nomadic conflicts who lost their pastoral lands and were forced to invade/migrate into civilized areas of the world to either conquer or integrate with its existing populations.

A decision similar to what Vikings have in terms of a Varangian adventure where the entire nomadic culture engages in a do-or-die, last-ditch war to preserve itself as a people that is either forced upon them or given as an option rather than to submit to a dominant Khan would be welcome. It would link disparate parts of the map together with a chain of cause-and-effect so that the events of the Steppe could be felt even if the player wasn't actively engaging in play in those areas.

You could have additional decisions like what we have with the Danelaw or a mini Iberian struggle-type scenario where a powerful nomadic culture being driven into your realm has the option of trying to integrate, conquer, hybridize, settle, or otherwise interact with the player or AI in civilized settings would make for some dynamic gameplay.

Ie, random nomadic culture gets ejected and is now invading your Kingdom. You can try to defeat them outright, or maybe offer them land in exchange for powerful vassals with powerful MAAs that you would otherwise not have access to. Or you can give them territory and engage in converting their culture and hybridizing the best parts of nomadic abilities into your realm.
 
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What about muslim nomads ?
If you are talking about the Volga Bulgars, I am seeing that they became a more settled people not long after the conversion to Islam. In the work in progress map, you can see clan government north of the western steppe that represents them. If you are talking about the Bedouins, the devs currently are saying the nomadic features are currently only for the steppe, so nomadic people elsewhere are currently out of luck.
 
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I will now commit the sin of quoting myself. This part of the post has received certain amount of attention and I want to clearly communicate what we are intending to do. This was in response to someone asking to add them as a Game Rule, same as we did with other Admin realms other than Byzantium. What this does not mean is exclusive or bespoke content, or new seasons available for the regions that would be getting Nomads.

As I mentioned before, this expansion is focused on the Eurasian Steppe, and expanding the scope of that is not possible more than in the form of a game rule and minor tweaks.
I think many of the universes/lores have nomadics only in desert, including some existing TC mods. What i want to say, if you could make it not hardcoded for steppe would be nice. I mean so modders can replace all steppe triggers into desert or smth like that. Moddable seasons as well, but probably you left this info modding dev diary =p
 
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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 is silly. Nomads built cities, they built large and important cities. There is no reason for this limitation and it's ahistorical.
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.
Glad to hear it. Hope it happens.
 
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I don't want to make things more difficult, but weren't the Magyars still a nomadic people in the Carpathian basin? Their armies in the 9th century were almost all horse archers. The Carpathian basin was a prime grazing area for nomads needing a base from which to raid Europe prior to the Magyars. In fact, the Avars had just been defeated by the Franks some decades before the Magyars invaded the Pannonian Plains. Attila had used the Carpathian basin for his nomadic base too. I don't know much about the area, but maybe it could do with some steppe counties to provide pasturage for herds? Maybe it's a special case, since I'm sure the basin does eventually become a sedentary setting with time and the Magyars evolve into the Hungarians.
 
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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.
can we save our culture based title names when reform to feudal or clan?
 
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