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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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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).
Let them bloat, they just must be a lot weaker due to lower fertility so hardly make any problems. Other thing is that if you blocking them from coming to europe without losing fertility, it gonna feel VERY hardcoded :c


Idea with fertility in whole world sounds very cool (just cut it down out of steppe, so it would weaken nomads and push them to settle, but not enforce). Other thing is that if u add fertility to whole world, u may add something like great hungers, dry seasons etc. in future, so if u fight for oil in victoria 3, you gonna fight for arable land in ck3.


Why i cant burn the whole france (for example) and use it lands as arable lands without castles? I agree, it should be hard, but possible!
 
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Big question here: Any chance there can be integration of nomads in other parts of the map? Like the Sahara and Arabia?
i hope they do what they did for the extra admin governments for places like france and egypt, where there's a game rule for the arabian, anatolian and african nomads as while the DLC is mainly focussed on the steppe nomads, there were nomads in other areas too

edit:
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.
 
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Will there be a Silk Road mechanic (such as the CK2 Silk Road mechanic) with this new add on in order to connect China world with the current world existing in CK3?
It could also be interesting in terms of rewards for adventurers but also for nomads who would use the Silk Road path to gain more money or herds thanks to provinces you own.
Could be also interesting to block Silk Road path if the zone where the Silk Road path is at war. Create some strategic hubs / monuments like in Karakorum where you could have some trade/gold/herd bonuses, etc....
Having a Chinese influence stat on eastern part of steppes for example too.
 
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Hoping in new nomad system, being Greatest of Khans could also benefit your descendents, somewhat replace the Paragon trait for Tengrism. Descendents of Genghis Khan, known as Altan Urag, are still viewed as having high legitimacy among nomads even centuries after the fall of Mongol Empire.
 
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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.
You are really missing the point of my original post on this thread. Please don't dilute a genuine ask for a fix in gameplay with a need to discuss ultra specific historical cases.

Just be upfront about it, do you or do you not agree that Cultural Acceptance should be accounted for in Marriage Acceptance, in a similar manner that Religion is a major influence in Marriage Acceptance? That is what I am requesting, so unless you take direct issue with this gameplay change, please stop derailing my point.
 
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Hoping in new nomad system, being Greatest of Khans could also benefit your descendents, somewhat replace the Paragon trait for Tengrism. Descendents of Genghis Khan, known as Altan Urag, are still viewed as having high legitimacy among nomads even centuries after the fall of Mongol Empire.
Only if there is a way to puppet them. Like how the caliphs, Japanese emperors (and sometimes even shoguns), and Merovingian kings were sometimes puppets. A hereditary regency, basically. Having all the powers of the liege without technical being the top liege.
 
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You are really missing the point of my original post on this thread. Please don't dilute a genuine ask for a fix in gameplay with a need to discuss ultra specific historical cases.

Just be upfront about it, do you or do you not agree that Cultural Acceptance should be accounted for in Marriage Acceptance, in a similar manner that Religion is a major influence in Marriage Acceptance? That is what I am requesting, so unless you take direct issue with this gameplay change, please stop derailing my point.
I think on top of this distance and rank/power should also matter. People of different cultures married each other all the time, but the current system has no penalties for marrying someone 2000 kilometers away just because you can. Cultural acceptance could also decrease marriage acceptance, but it would make sense to overlook that for an alliance or someone of great prominence.
 
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..."People of different cultures married each other all the time..."
That may be the case for Kings and Emperors, but I bet anything that Dukes and Count tier rulers were vastly more likely to marry those of the same culture, or at least similar culture, which is what Cultural Acceptance tries to model (cultural proximity).

I am all for Kings and Emperors to give military alliance a bigger weight than to say Cultural Acceptance or even Religion.

But I have looked at the code, and it is rather simple and uniform, meaning what works for an Emperor also works for a Count, which is one of the reasons that lead to my original issue: a bunch of weird marriages across the center of the map (because nearly the whole world is within diplo range) that starts producing very odd looking children which just gets worse as the game goes on.

I'll drop this now, now. I have either made my point to the Devs or I am unlikely to ever do.
 
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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.

If the tribal/clan nations in sahara region will receive their own detailed update in the future, adding optional gamerule which will become useless after the regional dlc for Sahara is unneeded in my opinion.
 
Love what I'm seeing thank you for bringing back the greatest government type

I know this system is meant for the Eurasian Steppe but will we see some of these mechanics ported to work for Arabian and Saharan pastoralists?

There should be one Gurkhan per steppe region imo (East, Central, West) or at least one that can be declared per region, the Eastern and Western steppes especially shouldn't prevent each other from having local hegemons. A Mongol type state that controlled the entire Eurasian steppe was extremely rare, iirc it only happened that once, and it was fairly common for a large Steppe empire to exist on the border of Persia or Europe while another existed on the border of China or India.

And it seems like Confederations are more of a defensive thing when creating and expanding them should probably be the main way to become Gurkhan. As you grow in dominance, other clans should flock to your side and managing them and their relationships with you and each other should be your main political concern. CK2 gestured at this but it would be very cool if CK3 filled out the idea, especially because this is one way to make characters matter more given how systemic the nomad government looks right now.

I don't see anything that would prevent the ERE, Abbasids, or other group from occupying much of the Steppe as they do now and I don't see anything about the decline of Steppe empires. It's already annoying that imperial governments only expand but it would be much worse for gameplay if 200 years into every game you were stuck with an enormous Turkic empire that only died to the Mongols, especially for players on the Steppe

There should be independent or semi-independent trading cities on the Steppe, especially if this year is going to see any trade gameplay added. These mining, farming, or trade post towns functioned as nodes across the Steppe where goods were exchanged and taxes were extracted, there are even a few well known examples of Khans sponsoring the creation of such cities

"Nomads" were not literally nomadic and shouldn't literally need to move around in order to maintain their growth. The issue on the steppe that caused the migration of people was that when periods of growth ended or plateaued, there were few ways to intensify calorie extraction (that hadn't already been implemented). That meant reaching the "carrying capacity" of your *long-term grazing land* (that you owned and defended) incentivized taking someone else's. If you succeed they then have to find new land, but most of the land is occupied (if you fail they'll take yours). This also happens when carrying capacity sharply drops due to climactic shifts or drought

So you see a pattern of steppe peoples being pushed off of ideal land to inferior land (the north, Central Asian mountains etc.) or out of the Steppe entirely in search of fodder to feed their herds (mostly sheep but you've made a fine abstraction here) and therefore their people. Notable exceptions are seen when steppe polities unify into Khanates and then expand more because they can than because they have to but in the wake of such coalitions collapsing you see the same pattern of internecine war followed by the losers leaving the Steppe

Also I'm not a fan of how the end goal is becoming an agrarian kingdom, even for purely gameplay purposes pushing play in that direction reduces the playspace for what could be the most fun part of ruling a horde: succession crises

TLDR:
Amazigh bands when?
Three Gurkhans
Offensive confederations and blood brothers
Steppe cities

"Nomads" weren't nomadic, they shouldn't need to move around every couple years to get a bonus they should move when something (human or climate) forces them to move.

Not everyone wants to be Kublai, let me ride my horses over everyone under the endless sky
 
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Considering that might and strength were considered very important in nomadic warrior societies, it would make sense to make prowess matter more for player characters by making them able to take part in battles as knights and more actively as commanders, there should be specific mechanics and events if you are a knight/commander in a battle (expanded duels for one).

Also, as it often happened in history, player rulers subjugated by nomadic conquerors should get forced to battle for their new dominators.
 
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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.
Frankly, IMO I would prefer you reverse course here. Just don't make them nomads. Leave it open for future expansion by the team(even if you never actually get there) rather than having it in this odd limbo state. If someone really wants it, I am sure a dedicated mod for Saharan Nomads would probably get made.
 
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Love what I'm seeing so far and I haven't finished yet so I'll delete if this is unnecessary

I know this system is meant for the Eurasian Steppe but will we see some of these mechanics ported to work for Arabian and Saharan pastoralists?

"Nomads" were not literally nomadic and shouldn't literally need to move around in order to maintain their growth. The issue on the steppe that caused the migration of people was that when periods of growth ended or plateaued, there were few ways to intensify calorie extraction (that hadn't already been implemented). That meant reaching the "carrying capacity" of your *long-term grazing land* (that you owned and defended) incentivized taking someone else's. If you succeed they then have to find new land, but most of the land is occupied (if you fail they'll take yours). This also happens when carrying capacity sharply drops due to climactic shifts or drought

So you see a pattern of steppe peoples being pushed off of ideal land to inferior land (the north, Central Asian mountains etc.) or out of the Steppe entirely in search of fodder to feed their herds (mostly sheep but you've made a fine abstraction here) and therefore their people. Notable exceptions are seen when steppe polities unify into Khanates and then expand more because they can than because they have to but in the wake of such coalitions collapsing you see the same pattern of internecine war followed by the losers leaving the Steppe

Also I'm not a fan of how the end goal is becoming an agrarian kingdom, even for purely gameplay purposes pushing play in that direction reduces the playspace for what could be the most fun part of ruling a horde: succession crises

TLDR: "Nomads" weren't nomadic, they shouldn't need to move around every couple years to get a bonus they should move when something (human or climate) forces them to move. And not everyone wants to be Kublai, let me turn Eurasia into and endless pasture

It sounds like larger domains can sustainably feed your herds, and they just plateau out even if Fertility is depleted, so I think that Nomads migrating based on long-term climactic shifts or to gain/recover land through conquests but otherwise migrating within a defined territory is already represented.
 
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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.

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.
Late to this, but I have two points:
  1. The Cultural Head should get "The" before their Culture, but minor rulers shouldn't; having "The Mongols" on the map feels more specific than just "Mongols", but "Borjigin Mongols" is specific enough as it is. Also, as you've pointed out, "The Borjigin Mongols" is starting to get too big for the map.
  2. How does Cultural Head status translate when a Culture is split between Feudal and Nomadic rulers? For instance, if I were to do a New England steppe nomad game, would I automatically become Anglo-Saxon cultural head just because I have a herd while the ruler of Deira apparently doesn't?
Especially concerned about that last one; I love Roads to Power, but one annoyance I've seen is that any Administrative ruler automatically becomes House Head, even where they ought to get a cadet branch instead. I was playing as a major Clan ruler, steadily conquering my way through Persia, when suddenly I lost my House Head status out of the blue because one of my grandchildren had been vassalised by an Administrative realm and then adopted their governance system. Extremely frustrating, especially because I had to deal with it by starting a cadet branch and my grandchild then immediately joined that branch instead. Now my old House exists exclusively as an Administrative noble family, even though all its members are part of a new cadet House.

Sorry, went off on a tangent there. The point is I'd like to see some contingency for if this happens; either you have some means of comparing (e.g. Feudal rulers stay as Culture Head provided there are no Nomads of equivalent or greater rank) or, at worst, you give priority to other ruler types unless the Culture has the right Heritage or Traditions.

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.
Is there a reason the drought isn't referred to as a Zud? It's my understanding that just as snowfall is a White Zud, drought is a Black Zud. If you want to be really pedantic you could even call them Tsagaan Zud and Khar Zud, respectively, but I get why you'd prioritise clarity. Still, I think you should at least call it Black Zud, to keep the theme going. Also: will the big seasonal changes be marked by any events for traditional landed rulers? In my view, a landed ruler whose realm is near the steppe should get something about how traders bring news of plentiful/disastrous conditions on the steppe. Perhaps you could have the option to take advantage of the situation (trade with the enriched nomads, resettle refugees in your lands), or it could have no direct effect; the main thing would be to give landed players a warning.

EDIT: one more thing caught my eye while I was looking through the replies.
There will be Decisions to Expand the Steppe in some areas like Hungary. Other than that Nomads can hold Castle holdings: they won't be able to use them for much other than getting some taxes, but they can have them.
Will there be any Decisions to reduce the Steppe? For instance, if Hungary gets retaken by sedentary powers, will they have any lingering effects from the Steppe having been expanded there, and if so, will they be able to reverse them? Furthermore, as people have pointed out, much of Ukraine was basically Steppe for this period. Could an ambitious Eastern European landed ruler, perhaps even a sedentarised Khazar Khaganate, turn it into something approaching the agrarian land it is today? I note that currently Kerch gives Kuzarites a massive buff to Steppe Development; are there plans to change how that system works? Because if so, it could tie neatly into any efforts to sedentarise the frontiers of the Steppe.

Anyway, this all looks excellent. I was excited for and delighted by Roads to Power, and I'm excited for this. Keep up the good work!
 
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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.

What about it not being shown when playing non-nomadic? Some non-great steppe regions are places that became nomad dwelling areas such as Anatolia under the Seljuks or Hungary under the Avars.
 
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