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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’m also interested in titles naming.

Now we have a number of titles with names related with certain cultural/ethnic groups. E.g. duchy of Kazakh, duchy of Pecheneg, kingdom of Kimek, kingdom of Cumania, kingdom of Kipchak, empire of Khazaria.

  • Titles like that can be hold and inhabited by another culture people. For example, Kazakh culture can be created anywhere as a hybrid between mongol and turkic cultures. But it doesn’t represented in the duchy of Kazakh. This looks confusing especiall if the owners are non-steppe
  • With new nomadic naming system, these old names will become irrelevant.
So, I think it must be renamed according to geographic locations.



Another question: what will happen to the kingdom of Pechenegs in 1066? This is a titular kingdom with no de-jure lands. Usually the Khan creates the kingdom of Moldavia and make it the first title. It looks weird but with new naming system must be ok.
 
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Meh. Looks like another year without proper Republics and Merchants. Without a College of Cardinals, Saints, and Anti-popes. Without a reworking and improvements to how Crusades are fought and handled. Another year without improvements to the holy orders, of the Knights Templar being formed in 901, long before the first Crusade happens. Or the Knights of Santiago being formed in Paris. I guess there is always next year.
This isn’t going to be the only DLC released this year, you know, and if it’s part of a major expansion then it won’t even be the only feature coming with that same DLC, as each of them usually come with at least two major changes to the game.
 
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I hope that the Ashina have some unique flavour and/or events! One of my fondest CKII memories was as an Ashina Wolfblooded child who invaded Byzantium on my 16th birthday! (And to honour my mother, a captive Byzantine princess)
 
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Huuzah! Several questions, for current or future answerings.



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.

How will the Nomadic government types factor in to marriage proposals and renown?

One of the dynamics of CK2 nomads was that there were so many tiny emperor-tier rulers who just spammed marriage proposals.



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.

Lower below, you mention that Nomads can 'sell' herds to landed. From the player perspective, what do you get for this? Or is this a 'landed AI lose their gold they don't have enough of' dynamic, similar to adventurer contracts?




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.

It sounds like this is an experiment with taxable MAA. Roads to Power gave titular MAA that could be called to a ruler, and horde riders as a form of MAA tax.

Presumably, the lack of county/duchy buildings will also lead to fewer stacking modifiers, assuming the domicile is balanced accordingly.



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.

For settlement outside of the Steppe- does that include razing settlements to expand the nomadic areas?

One of the classic meme runs in CK2 was simply turning europe into pasture.




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.

If this is so, this sounds like the Befriend scheme would keep its status as an incredibly powerful scheme, but also potentially trivially break any difficulty curve here.

It may help to have some sort of soft-cap / limit on how the befriend scheme can benefit. Whether it's a limit on number of friends via the scheme, or diminishing returns for the friendship state when born from schemes.

It may also help to have some schemes- especially for outsiders- to disrupt the ties between another overlord and their subjects. Playing politics to break apart realms, but also a commonality for other rules (especially those you beat) to do the same to you, subject to potential stress / prestige / other costs to pre-empt.

This means that smaller rulers should migrate frequently, either find abandoned lands occupied by Herders, or subjugate themselves before bigger rulers.

How does the land end up not just being universally poor, with the Herders pushed out but no good fertility returning?





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.


Post Roads-to-Power, there were complaints of both adventurers over time and landless noble families causing slowdown issues by how many there were. Will there be a soft cap / 'you have not come back soon enough, bye bye now' for AI Nomads who lost and can't regain territory soon enough?





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.

If a non-Nomad occupies / conquers the territory, how does that vassalage dynamic play?




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.

Can Herders 'convert' counties or any such thing? For example, if I want to play Jewish Khazaria, can I help 'spread the faith' by granding counties to jewish herders?







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.​


In feudal / tribal zones, there are sometimes issues where vassals who accept your request to vassalize them / you accept their request tobe installed into power can lead to the vassal who liked you suddenly hating you. Will nomads who migrated despite not meeting the 'obedient' threshold get a better opinion of you, or will it be a sort of 'I'm back to hating you' dynamic?


(I dunno why the text funked.)





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.

Specifically on raiding- is there a way from the target-end to mitigate raiding threats? Especially from vassals of an overlord?

I know there's significant history to it, but one of the annoying gameplay dynamics on CK2 was the raider spam of raiders being unstoppable until they got well within your borders. Can there be any sort of diplomatic way to stop a major nomad confederation from raiding?




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.

This is a specific request from a divergence from CK2 tributaries: please don't let tributaries be called into war.

In CK2, the fact that you could functionally vassalize your equal-rank neighbor was a major game-breaking power feature that let counts functionally vassalize counts to beat up dukes and climb the later.

Gold is fine, even levies / horses to an extent, but the co-belligerency was grating.




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.

Will non-nomads get access to tributaries?
Does a ruler being a tributary also protect from the nomad's vassals?





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.

If explored in future iterations, I think Confederations would also be a good framework for elective-kingdship systems, in both tribal and feudal contexts. Treating confederations- regardless of nomads- as mutual defense pacts with a weak king (but a King none the less) could let confederations 'punch above their weight' by brining in more rulers with their own MAA.





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.

View attachment 1252748
[Art and names are placeholder, so are the intents themselves as we may change or tweak them.]

Recommendation for a raid type: Punishment.

As a way to punish those who have done crimes against you, it has some of the benefits of the other types, but is mostly to capture specifically a ruler, if they are in the settlement being raided.


I also recommend that raids get a more formal retaliation / response measure for the targets. On of the least fun parts of CK2 was the lack of tools besides total steppe conquest to deal with raiders.






Thanks for reading. We are eagerly awaiting your thoughts and feedback.

While it is understandably not the focus, I hope Khazaria and the steppe-Judaism gets some love in unique mechanics and such.
 
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When it comes to flavor, I'm a little concerned at how broadly the diary talks about "Steppe Nomads". I hope some effort is made to distinguish between different cultural groups, even if they mostly share the same mechanics. Just from a visual standpoint, right now there's an enormous chunk of the map where every character wears the same "Steppe" clothing set. Turkic characters are badly in need of a visual identity of their own, not one that is 90% shared with Mongols.

Other than that, these mechanics sound great. Very nice extrapolation of the domicile system from RTP. Can't wait to see what comes next!
 
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I know that this is a game mechanic but the Altai mountains are where much of the Gold and Iron in Eastern Eurasia came from in the first place!

I am concerned by this focus, as the focus on raiding is an outsider perspective on Steppe society, and one can similarly characterize the Tang as a raiding culture with respect to the Turkic Khaganate.

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. I really hope that rather than stereotypes about Nomads, this government rather highlights non-territorial forms of their authority, which it thankfully seems to be doing.

I highly recommend reading David Sneath's The Headless State because it tackles a lot of misconceptions about the supposed 'kinship' societies of the Steppe and describes the forms of authority in the region.

This is scientifically true, historiography progressed a lot in the last decades and I remember an historian joking by describing "horde" characteristics and applying them to French kings and lords of the 12th century. BUT, for once I think the game have to play a bit more into mongol myth/stereotype or exaggeration, oversimplification and generalization (like here is a "nomadic" gvt, very different from "feudal" or "administrative" gvt) for the sake of gameplay and players expectations.
 
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Amazing work!! Will be any mechanic to generate dynamic nomad tribes invading the settled peoples? I think some areas -especially Anatolia and the Balkans - would feel more realistic if every certain time a powerful nomad confederation (eg. Pechenegs, Cumans, Turks...) show up and try to raid/ocuppy some areas and it would help to balance a bit bizantium, which I think is stupidly OP since the release of RtP.

Also, I wonder what happens when a nomad tribe conquers a settled people. Do they retain the nomadic goverment? I also think you should do something to avoid settled governments expanding unstoppably into the steppe (I'm tired of seeing games with byzantium taking over half of Russia...).

Does migration affect county culture?
 
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Could it be explained exactly which lands are given fertility, and are available for migration, or is that going to wait on a future dev diary? I have a couple ideas on how this is implemented, but wanted to see if I could get some confirmation, out of curiosity. It is obvious that Nomads can only truly exist in lands that have fertility values assigned to them, since they need to be able to raise herds.

1. But from the migration screenshot, it seemed to show only the land in the Steppe as having fertility, meaning it is given to land based solely on being in some predefined region.

2. Or it could be possible that every county/barony (whatever level it is set at) has a fertility value, but migration is strictly limited to the predefined Steppe regions, hence why the migration screenshot only showed fertility in the Steppe region.

3. Or it could be limited using the new Nomadic holding type that it sounds like was added (based off some comments). Maybe only these Nomadic holdings are given fertility and can be targeted for migration. If this is the case, then is it possible for Nomads to create more Nomadic holdings since settled nations can remove them? (I suspect this is what the Expand the Steppe decisions do)
 
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I love that you guys are open to feedback and give to community time to add input to the DLC. Im also specially glad Nomads came before merchant republics, I used to go from nomad to tribal back in CK2, so im wondering...

Is it possible to go from landless to nomad government type and so on? As of January it wasn't possible to leave an admin realm once you became a governor (not sure if this has changed?) outside of dying and playing as a landless heir. So I'm worried the same issue will arise with Nomadic government
 
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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.

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.
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)
 
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Looking great! YARGH, I wish I had all this when I made my historical YouTube series playing Seljuks (shameless plug:
) all of this stuff would have been so awesome!

I also love raiding intents! Great choice! Looking forward to playing.
 
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Amazing work!! Will be any mechanic to generate dynamic nomad tribes invading the settled peoples? I think some areas -especially Anatolia and the Balkans - would feel more realistic if every certain time a powerful nomad confederation (eg. Pechenegs, Cumans, Turks...) show up and try to raid/ocuppy some areas and it would help to balance a bit bizantium, which I think is stupidly OP since the release of RtP.
they have this for the northman invasions in northern lords, do you want an kingdom title character spawning with 10k+ troops every 5 years? it gets old fast
 
This isn’t going to be the only DLC released this year, you know, and if it’s part of a major expansion then it won’t even be the only feature coming with that same DLC, as each of them usually come with at least two major changes to the game.
True, but they also seem to theme all of the years DLCs together so they all build on the others. I don't see how a Christian or full on religion revamp would theme in with nomadic gameplay.
 
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I hope this is not all that is coming in 2025.. completely not interested in anything i have just read.. so many other things you could have done…
good news! this is the first DLC of the year and we still have 10 whole months to go!

DLCs aren't made solely for your enjoyment, people have been asking for a nomadic dlc for quite a while now
 
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Really excited to read this development. The Nomad expansion, finally! Four years since I posted suggestions for a Nomad DLC and with DD#162 our pastoral prayers are answered! Баярлалаа!!!

I'm liking the general points for this development. I particularly like your mechanic of land fertility and migrations. I think that is a unique interpretation of pastoral nomadism but fits well within the scale of CK3. When I first read it I had concerns since I'm instantly thinking of the seasonal migration from mountain valley to steppe plains and back. At the scale of CK3, however, that could conceivably all be happening in one county. Or it could be happening in two or more counties. The bottom line is the process itself isn't as important as the idea of those territories being used as pasturage. Add in season modifiers, herds, herders and the yurt camp, and the mechanic of pastoral nomadism is rather cleverly represented.

I do have two questions/suggestions though. First, the idea of 'Horde Riders.' Archery was a vital tool for hunting, and hunting in tactical groups was of significant economic and social importance for nomads of the Eurasian steppes. Consequently, I would assume that Horde Riders were at least partially horse archers along with mounted melee. Because of that I would hope their strengths and weaknesses incorporate both horse archers and melee riders albeit a weakened amalgamation of the latter types.

Secondly, the 'Herder' concept. I'm totally on board for smallish groups of nomadic herders in unclaimed counties or undeveloped counties in the steppes. Makes total sense to me. What I'm worried about is that they'll be called 'Shepherds.' I know, maybe somewhat petty of me, but the single picture of 'Shepherd Xündüs of Kara Khol' with their shepherd's staff is a little too Irish for my Mongols, if you know what I mean. Instead, put ol' Xündüs on a horse and give him an Uurga(lasso pole). And call him 'Herdsman,' or 'Rider,' please!

Again, thank you so much for getting this ball finally rolling!
 
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Meh. Looks like another year without proper Republics and Merchants. Without a College of Cardinals, Saints, and Anti-popes. Without a reworking and improvements to how Crusades are fought and handled. Another year without improvements to the holy orders, of the Knights Templar being formed in 901, long before the first Crusade happens. Or the Knights of Santiago being formed in Paris. I guess there is always next year.
At this point, as someone who also really wants to see a Catholic overhaul, I hope they wait and do it last just because of how annoying these crusade fetishists have gotten with their “woe-is-me” pity party every time an equally (if not more) necessary expansion gets development time.

Give me Nomads. Merchants. China map expansion. Indian flavor. North Africa flavor. Hell, let’s get England flavor pack and Royal Court Redux. Greenland flavor pack. Wandering Nobles 2 AND 3. Sunset Invasion. Glitterhoof horse armor cosmetic pack. Protestant flavor pack. Put it all in before anything involving the Pope or crusades.
 
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