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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 like the states having their respective names, and the smaller ones being called "(dynasty) (culture)". Though I think you should ditch the "the" at the beginning of all of them. For the culture heads, either refer to them as just the culture name (rather than having an s at the end), or call them (culture) Ulus. Additionally I think when the maximum level of dominance is reached, naming the country as "Yeke (culture) Ulus" mirroring how the Mongol Empire was officially named would be cool.
 
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Hey, I saw a problem about how will it work for wars (to nomadic). It is easy to solve. You can require that Nomadic governments cannot migrate when they are in a war. Don't need to set a new unique building. It is so complex
 
It is indeed due to a technical limitation. Implementing Nomads in CK2 with "empty" holdings caused a whole lot of problems down the line until the very end of its days. The tech team assessed that it would be too much of a risk to do and we would have to account for that in every single system we have now and in all of those we may add later. Herders were created to tackle this issue in a way that our engine would better support. As it has been pointed up above in this thread they are meant to represent smaller and sparse communities rather than the big Nomadic societies that we label as "nomads".

They are called "Shepherds" in game but we can change the name from script to Pastoralists, I think that'd be more fitting, so thanks for the suggestion.

No new star date but two new bookmarks for 1066 and 1178.

Nomads have a small, non upgradable building that marks their capital as their Nomadic Settlement. That's what can be sieged in wars and raided.
To the forth question, it is easy to solve. You can require that Nomadic governments cannot migrate when they are in a war. Don't need to set a new unique building. It is so complex
 
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 ...
Hello @hattusa ,

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

From reading your description it seems like nomad ruler let their herds graze in lands they occupy physically? Or do they need to own the title? How does the "break even point" ever occur that you are describing?
 
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Saami would not pick up reindeer herding as their main lifestyle until the 15th century at the very earliest.
I didn't find anything when they started reindeer herding, but traditionally they were hunting, fishing and sheep herding which is even better because devs don't have to make special models for reindeers. I see other problem with making them herders, they won't be playable so maybe better leave them as tribal, or even better idea - split them, so coastal dwelling Saami will be tribal and inland Saami will be pastoralists.
 
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I hope that "Work in Progress" sign is also there to hide the Caucasus rework. It has been nearly five years since this game was released, and I still can't play as my ancestors, who lived in Circassia for 4,000 years as of this game's start date.

1739349317389.png
 
Suggestion: make it possible to recruit/take non-nomadic MAA as tribute from your tributaries at a certain level of Dominance. That way, a nomad ruler who begins building steam would have the ability to get siege units and utilize higher tech MAAs, similar to how the Mongols made use of subjugated peoples during their conquests. If this was paired with reduced/no siege ability for most nomad MAAs, I think it would present a pretty clear mechanical representation of how the Mongols snowballed.
 
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I didn't find anything when they started reindeer herding, but traditionally they were hunting, fishing and sheep herding which is even better because devs don't have to make special models for reimdeers. I see other problem with making them herders, they won't be playable so maybe better leave them as tribal, or even better idea - split them, so coastal dwelling Saami will be tribal living dr m fishing and inland Salami will be pastoralists.
Inland Saami were mostly hunter-gatherers, not pastoralists.
 
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Hoping that some of the new mechanics you alluded to (dowries, converting levies to MAA, confederations, etc.) end up being available to everyone in the game in some form.
By "dowries" I meant that it increases the marriage acceptance. We are not implementing a new system for it.
Levies have not received special attention as this DD is solely focused on Nomadic governments, but we do not discard looking into it in the future.
Confederations will also be available for Tribals.
Hello @hattusa ,

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

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

But seriously thank you so much for this!
1. Very glad to hear :)
2. Nomads can only migrate within the Great Steppe. What I mean by this is that the GS is where they can extract Fertility from the land and grow their Herd. They can still, of course, leave the steppe and take over settled lands via a CB. As I mentioned in one of the replies they can hold castle holdings and get taxes from them, but they still cannot build buildings. This does not mean they immediately get switched out of the Nomadic government. They can still stay as a Nomad in counties outside of the Steppe, but their Herd won't grow. Instead, they will get a decision to switch to the government type of the counties they occupy.
3. The counties will stay as the previous culture/faith and will follow the usual process for conversion.
4. We are in talks to add other Nomads in the world as a game rule, as so many people have been requested it. It's a bit more work than what we did for Admin, as we need to create a "Sahara Region" (and more) and set up Fertility there, but it seems likely that it will happen.
 
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When the Mongol Empire collapses, under what conditions would the successor states remain nomadic and under what conditions would they adopt a new government?
On this note I really wish there was an actual scale for Nomad <=> Settled because the Mongol successors didn't just collapse or suddenly became feudal. The biggest example was Ilkhanate who gradually became settled.

Edit: Unlike dominance, it's not a "mountain climbing" scale, but you get bonuses the more you align with your scale. Like Nomad get increased Herds while Settled got increased Taxes and at max allow you to adopt feudalism.
 
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This new shiny government type is probably even more overpowered and unbalanced as administrative. It looks like yet another blob mechanic.
What happens if one of these guys gets the conqueror trait 5 years after game start? Mongol invasion in 872?

What i'm missing from this DD is what you're going to do about the many issues the game has. Imbalance, inconsistencies, broken mechanics, broken CB's, bad AI, general boredom after 100 in-game years, etc etc
 
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Are tributaries a binary feature or does it allow paying tribute for just some part of the land? For example, William the Conqueror paying tribute to France for Normandy but not for England.

In a similar vein, what happens when a tributary becomes vassal of someone else? Does the tributary link breaks or are they still bound by it?
 
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By "dowries" I meant that it increases the marriage acceptance. We are not implementing a new system for it.
Levies have not received special attention as this DD is solely focused on Nomadic governments, but we do not discard looking into it in the future.
Confederations will also be available for Tribals.

What I mean by "bigger ruler" is someone that has a bigger realm, like the king of Cumania. In that case we do an abstraction of your herd migrating internally in all your realm. The calculation for how Fertility is depleted takes into account the number of counties (among other factors), so if you have a smaller realm it will deplete quicker, given that you are exploiting the same county over and over.

1. Very glad to hear :)
2. Nomads can only migrate within the Great Steppe. What I mean by this is that the GS is where they can extract Fertility from the land and grow their Herd. They can still, of course, leave the steppe and take over settled lands via a CB. As I mentioned in one of the replies they can hold castle holdings and get taxes from them, but they still cannot build buildings. This does not mean they immediately get switched out of the Nomadic government. They can still stay as a Nomad in counties outside of the Steppe, but their Herd won't grow. Instead, they will get a decision to switch to the government type of the counties they occupy.
3. The counties will stay as the previous culture/faith and will follow the usual process for conversion.
4. We are in talks to add other Nomads in the world as a game rule, as so many people have been requested it. It's a bit more work than what we did for Admin, as we need to create a "Sahara Region" (and more) and set up Fertility there, but it seems likely that it will happen.
Hello,@hattusa the development log about the nomadic system has me really looking forward to this year's new DLC. I can't wait to play it.
The introduction of the nomadic system by the development team in the log has captivated my imagination. Below are some of my personal suggestions regarding the nomadic system:

1.
In regions such as North Africa, the Arabian Peninsula, and the Sahel in Africa, there are also tribes that lead a nomadic pastoral lifestyle, moving in search of water and pasture. Perhaps the nomadic system could be extended to these tribes in the DLC as well?

2.
With the introduction of the nomadic system, the original tribal system seems more inclined to represent "tribes settled on a piece of land." Perhaps it could be renamed "Settled Tribal System," and together with the "Nomadic Tribal System," they could be categorized under the broader classification of "Tribal System." Additionally, it might be possible to allow transitions between the two under certain conditions?

3.
I think it might not be entirely fitting to directly use herds to generate armies. Perhaps they should be more closely tied to the income of the lords? After all, our fluffy companions aren't exactly skilled in wielding swords.

In my personal opinion, it would be beneficial to introduce a special metric called "Population" to represent another crucial resource within nomadic tribes—people. This metric would influence military recruitment and the income of the chieftains. They, along with the herds, would consume the fertility of the land.

Moreover, we can further stratify the population into two distinct classes: freemen (with an upper limit) and slaves (without an upper limit). The former can increase through natural growth and the conversion of slaves, providing the ruler with tax revenue, development bonuses, or military service. The latter can grow through means such as raiding, warfare, purchase, and natural increase, offering the ruler development bonuses, reductions in construction time, or military service. It is essential to maintain a certain ratio between freemen and slaves; failure to do so may result in debuffs for the ruler or even trigger rebellion events. Nomadic rulers can engage in population trade with neighboring rulers to acquire wealth and maintain stability.Conversely, rulers of other political systems can proactively propose population trade to nomadic rulers to obtain development points, buffs, special military units, commanders, or even beautiful consorts.

To further enhance the gameplay experience, new traits such as "Slave" or "Freed Slave" could be introduced, allowing players to role-play these unique identities and gain fresh perspectives and experiences. This could add depth and variety to the game, making the nomadic system even more engaging and immersive.

(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.")

4.
I believe that the color blocks on the map should only represent the territorial extent of a nomadic ruler's domain, within which they have the liberty to graze their herds. When a section of grassland within their territory becomes depleted of fertility, they can relocate to other areas within their domain for grazing.

Therefore, I propose that the territories under nomadic governance be further refined: one part being the primary area of population concentration and active grazing, and the other part being the pastures in the process of recovery, which could be indicated by varying shades of color. The former would provide the main population and tax revenue but would gradually lose land fertility; the latter would not provide resources but would gradually restore land fertility. (Rulers could construct unique nomadic structures to reduce the depletion of land fertility or accelerate the recovery rate, and even enable the recovering pastures to generate some income.) This approach would be more nuanced than the simplistic and abrupt abandonment of one's territory, leaving it to the local herders (who could also serve as a supplementary element on the map).

Meanwhile, we can integrate the herd (or population, or both) with the migration mechanism—the larger your herd size (or population), the more counties you need for grazing. For example, if you have 100 herds (or population), you only need to graze in one county, but with 1,000 herds (or population), you would need to graze across 10 counties. This requires players to strategically plan grazing and recovery areas. If a player's territory is insufficient to support their herd (or population), they will face penalties. In such cases, players can reduce their herd (or population) by consuming livestock, engaging in livestock or population trade, or waging wars to acquire new land. If you form alliances with certain nomadic rulers, you may also temporarily borrow their counties to accommodate your herd (or population).
 
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A Byzantine Emperor should not marry a Khazar nobody. Everyone should be interested in marrying a princess.
Not quite correct. The Khazar dynasty was not so "insignificant." The Khazars had a sufficient level of recognition by other states and a significant status, enough to be on par with the Byzantine Empire. Byzantine Emperor Leo III married his son to a Khazar princess to strengthen a powerful alliance between the two states against the Arab Caliphate.


Now, if you were talking about a Byzantine emperor marrying the daughter of a Kipchak Khan (even a rather large and powerful one), that would indeed be humiliating. However, many states in history accepted such humiliation to avoid raids from nomadic tribes.
 
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