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Dev Diary #169 - Echoes of the Steppe

Hello everyone! Today's dev diary is written by two separate authors, and covers the art and music of Khans of the Steppe. There's a good bit to cover, so let's dive right into it.



Art & References

Salve,
Lucas Ribeiro here, 2D Art Lead at CKIII. I’m here to share with you our efforts to bring to life the beautiful open splendor of the steppes and the blood-stained battlefields of the east through our humble artwork.

Loading Screen

To start off, let’s talk about our new loading screen. We began by sketching out some ideas and running them through the team to get impressions. There was not much debate on what the theme was here, mostly how to represent it.

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From these 4, we picked the one with the charging band of warriors against the stormy sky. We felt that this composition had a lot of dynamism and looked unique compared to the other loading screens we’ve created so far. The juxtaposition of the riding band of warriors against the stormy skies suggests the strong connection between nature and the lifestyle of the steppe nomads.

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As a second step, we created a few different color sketches. We opted for the one where we could see a stormy sky against a calmer golden haze. This served two purposes: To correlate the riders with the encroaching tempest and to show the gameplay feature of the changing seasons.

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For our nomad dynastic legacy we thought we could use the opportunity of a horizontal layout to display a big migrating wave, stretching towards the horizon.

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Event Backgrounds

While we had a few steppe themed event backgrounds, we made sure to cover every sort of event theme with new and appropriate steppe backgrounds. Amongst these are Oovos, A camp at night and day, the inside of a nomadic tent, Karakorum, Hunt, Throne Room, An eastern village (and their burning version), different versions of a steppe background and many more.

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We also have new holding illustrations for nomadic and herder governments:

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Activity Types
We have added 2 unique activity types for Mongols. A new type of feast, the Tsagaan Sar. And a new type of hunt, the Nerge.

For the Tsagaan Sar, we wanted to show the participants wearing white, as is customary. The plentifulness of food is represented by the bowls and baskets of treats. And the tradition of bringing the Khan gifts is also present in the image.

In the Nerge hunt, riders would work together to round up animals from all across the region for their ultimate slaughter once surrounded by a veritable army of hunters. We tried to represent this encirclement by how the characters occupy the composition. The animals are seen in desperate flight, while the men are positioned on both sides of them.

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Men-at-Arms
The nomad experience is closely associated with warfare, as such, we knew we had to give them a significant variety of men-at-arms. We also have many different steppe cultures and the men-at-arms gave us the opportunity to make them a bit more unique.

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Character Art
While we fortunately had some Mongol culture clothes and headgear in the game, the variety was quite small. With Khans of the Steppe we had the chance to greatly expand this repertoire.

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As with every expansion, we dedicated a significant amount of time to collect references, preferably accounts or representations closer to our time period. When references are a bit fuzzy on the details or a bit too abstract, we take to the drawing board and come up with some concepts that help solidify these ideas. Here are a few examples:

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[Mongol imperial Clothes]

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[Steppe Feathered Hat]

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[Yuan Style Mongol Armor]

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Animation
Our original animations for travelling characters and marching armies felt quite insufficient when depicting peoples that spent so much of their time on the saddle. To remedy this we have given nomadic travelling characters and military units a horse and animations to go with it. Your armies will now siege enemy holdings while still astride their steeds.

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[Chasing enemies]

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[Celebrating victory]

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[Rearing up]

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[Galloping]

We also have a unique model for when you migrate your nomadic camp. Your people are represented by a wheeled yurt being pulled by oxen.

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The Map
As might’ve been touched on in previous development diaries, the steppe regions include seasons, a mechanic with significant gameplay implications. We felt that it was necessary to clearly reflect these changes on the map, so that the player could tell something has changed. So, whenever a White Zud hits, you will see the landscape covered in thick white snow. When a season has an Everlasting Summer, vivid green patches will creep even amongst formerly dry terrain.

Steppe nomads now have their own holding graphics. Yurts with colorful roofs surround the magnificent tent of the Khan. On Tengri temple holdings, ovoos are decorated with colorful flags. We came to a dilemma, though, regarding holding walls. While it would make sense to not display any walls, specially beyond the level of palisades, on most nomad holdings, this would conflict with the necessity to show the player that they still need to siege a nomad holding (even though, they’re normally easier to siege than a fortified castle). To try and thread this ludonarrative dissonance, we have opted to have yurts both inside and outside the protective walls, this way, it shows the player that a siege must happen, but the nomadic holding doesn’t have a appear as constrained as other holdings types.

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On the easternmost part of the map, we have added the Burkhan Khaldun, a magnificent mountain group that carries much significance to the local steppe people.

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Throne Room
The grandiose yurt of a leader of the steppe people is also present in Khans of the Steppe. With the diligent and precise work of El Tyranos, we have constructed a throne room worthy of Genghis Khan. The throne has different versions depending on your grandeur level. Uniquely, your Coat-of-Arms is present as a huge banner draped over yourself and behind your throne.

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Hud Skin

When you play the game as a nomadic character, your HUD will adopt a style inspired by Mongol patterns, carvings and art. Nomadic government characters also have a unique widget that concentrates all the most important functions that their unique playstyle requires.

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We have also, for the first time, created a skinned version of the paper-like interfaces in the game (for example, contracts or letters). The wax seal is substituted for an ink stamp, and instead of the western ornament on the edges of the letter, a delicate eastern style of plant arrangement decorates the character portrait. We are hoping to introduce more and more thematic UI elements as we move towards All Under Heaven.

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As it is done for other government types, nomad and herder governments also get a unique coat-of-arms banner shape. We found a striking design amongst those that the steppe people have flown, with a triangular layout and organic dents along the edges.

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We have created a new pattern variation for COA’s that work better with this new layout, giving the dented edges a different color from the rest of the COA.

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As for the Herders, their COA shape is somewhat inspired by the Nomad one, as it is triangular as well. But, it is a bit smaller, frayed, and doesn’t have the dented design or the secondary color on the edge.

Bookmarks
For our new bookmarks, we have decided to utilize a new paper map style, the eastern Asian one. This already reflects the new map theme you can switch between that will be arriving with the All Under Heaven expansion.

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Domicile Screen
Much like the adventurer camps and administrative estates in Roads to Power, nomads have their own domiciles. With the prospect of All Under Heaven coming up, we decided that it’d be better to take this opportunity and make this domicile art in a somewhat new style. Instead of using western artwork as inspiration, we went for an asian inspired style, with more fluid and loose ink strokes.

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I will now hand the Dev Diary over to Ernesto Lopez, our Audio Director to tell us more on the audio work for Khans of the Steppe.




Audio & Music


In Khans of the Steppe, our goal was to authentically capture the vastness and spirit of the Mongol Empire through sound. To achieve this, we collaborated with esteemed composer Philip Wareborn, known for his work on Stellaris and Crusader Kings III, and the talented Tuvergen Band, a Chicago-based folk-fusion trio specializing in Mongolian and Tuvan musical traditions.

Central to Tuvergen Band’s unique sound is Tamir Hargana, an award-winning throat singer from Hulunbuir, Inner Mongolia. Tamir brings mastery of the morin khuur (horsehead fiddle) and traditional throat singing techniques, enriching the game’s musical landscape.

This collaboration has resulted in six evocative tracks that immerse players in the Mongolian steppes. Compositions such as Call of Gobi, Nomad’s Journey, and The Khan’s Glory not only accompany your conquests but also embody the essence of Mongol culture and landscapes.


Beyond music, we’ve enhanced the game’s ambient audio to reflect life on the steppe. Mongol-themed events now feature unique atmospheric sounds, and units are accompanied by realistic horse animations and animal noises, bringing the environment to life. Whether it’s the distant call of an eagle or the rhythmic gallop of hooves, these details ensure that the Mongol experience is both seen and heard.

Through these auditory enhancements, Khans of the Steppe offers a deeply immersive journey into the heart of the Mongol Empire.



That's all we have for this week! Join us next Tuesday for the final dev diary for Khans of the Steppe: The changelog itself.
 
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It's a shame there isn't a bit of Turkish flavor. But hey, I guess it was obvious it was going to be very Mongol-centric from the start. I just hope they give it a flavorful DLC in the future. In the meantime, I can settle for the mods, which I hope will make up for it.
 
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A lot. The DLC looks good, and if the game provides you with a great challenge that keeps you engaged every time, and you buy new DLCs on release because of that, that’s fine. However, some core players can’t do that, simply because the challenge is missing, which is a core element about buying dlc's or not.
That's literally just 'both the DD and my whinging are about the same game'. Nothing you've said here has anything to do with the specific topic of the thread - you're just hijacking it to complain about stuff that there are already other threads for.

nd
 
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Wikipedia disagrees. Linguistic analysis disagrees. Dagurs would certainly disagree.
The primary issue I have with lumping most East Asian ethnic groups and languages under the label "Mongol/Mongolic" is that the Mongols came after quite a lot of them.
Of course, with the West bringing the start of modern linguistics and their impressions of things from East Asia, they would lump everything under "Mongolic" ... even when the Khitans had an empire three hundred years before the Mongols got theirs.
 
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That's literally just 'both the DD and my whinging are about the same game'. Nothing you've said here has anything to do with the specific topic of the thread - you're just hijacking it to complain about stuff that there are already other threads for.

nd
Dev Diaries are very well suited for giving feedback.

Be happy that the game is challenging enough for you, and you would buy the dlc because of that, but the world doesn't spin around you,.
And if someone lacks the challenge to buy a DLC, then this feedback fits very well.
 
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This is a painting from the Southern Song Dynasty showing children playing in various occupations and races. The figure in this part is believed to be "Tatar Dance"
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This is a painting created by the Jurchens based on their escort of a princess to Mongolia. The figures in the picture may be a mixture of Jurchen, Khitan and Mongolian images.
It's interisting, i notice that the Deel that the Tatars(ancestors of the Mongols) wear are simpler and less decorated than their later représentations, i imagine that the Tatars at the time of Temujin had to dress like that. i wonder if there was any archeological research based on this subject?
 
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It's interisting, i notice that the Deel that the Tatars(ancestors of the Mongols) wear are simpler and less decorated than their later représentations, i imagine that the Tatars at the time of Temujin had to dress like that. i wonder if there was any archeological research based on this subject?
I don't specialize in clothing and painting history, maybe you can search on jstor
 
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It's Normal, that it hasn't changed mush, most of the soils are unsuilable for building Cities,but that doest's mean that ALL the lands are like that, the nomads are capable of building permanent buildings in complète authonmy when they take the troube to do so. And the addition,most the cities build by the Mongols as destroyed by the Russians and the Chinnes(which shows that they too can be Destroyers)
No I meant that the culture distribution is the one that hasn't changed much.
 
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While I did miss the mystical beauty of musics like Sandlight and Moonlight from Horse Lords, gotta say the new music is dank as hell.

Sometimes in the last DLC we had appropriate music, using the right instruments and tone of what we understand as historical or cultural music of that place and time, but many times it lacks that UMPF, that awe-aspiring punch in it. I'm feeling that here and I'm liking it.
The visual arts are wonderful as always
 
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If we do make any further changes on the map, they'll have to be for All Under Heaven. The way that our map works, it'd be impossible to make extra changes on the province setup for Khans of the Steppe without having huge merge problems with the next expansion. Also, If I had to hazard a guess, it'll be better to make more accurate and granular province setup for the Asia expansion than to add new provinces in the West. More provinces mean more characters and thus more performance requirements. So, we are being very AWARE of where this performance goes, despite our current efforts to optimize the game.
This is what I meant. I'd like Siberia to be expanded by the time AUH come out. There's more room for steppes to expand and in this expansion you've added a lot of provinces to the steppe, even four near the aral sea that are basically all desert.

Northern Siberia was very inhabited, and you can check Slime99's post for strong points in favour of adding those provinces.
 
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I realized I paid too early when I saw this Art Dev Diary.
As a Chinese, I don't know whether I should be humorous or angry when I see the Manchu armor of the Qing Dynasty being made into medieval Mongolian armor by you
 
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I've come to accept that this DLC is, unfortunately, not for me. The lack of any meaningful Turkic flavor ever since Legacy of Persia, then Roads to Power, and now this DLC made me realize that my patience just isn't there anymore. This'll probably be the first chapter I don't end up buying.

I really hope to see more variation and depth in the cultures of the region with each major DLC. That is, instead of, mostly focusing on one (Mongol). Without that we’ll never get the kind of unique cultural flavor I’ve been looking for. Otherwise, it's going to take a decade at this pace to get there.

Still looking forward to picking up future chapters/DLC:s if this is addressed.
 
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Although I’m still slightly miffed about the lack of Turkic cultural content, I can’t deny that the new assets are beautiful.

Very excited to see what the art team gets up to in All Under Heaven.
I mean, they got clothes and unique title names in Legacy of Persia, and Khans of the Steppes is still adding Turkic men at arms with unique art, they're benefitting from more general steppe horde content and I think they were also adding Turkic naming to some more titles and adding event localization for Turkic scenarios? Am I misremembering this?
 
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This picture and model still incorrectly references a type of armor from the Manchu-Qing Empire (a Japanese museum also incorrectly labeled it as armor from the Mongol Empire). This style could not have appeared before the late 16th century. Among the many reference pictures, you can also notice that the armor on the right is different from the Mongolian armor in the illustrations of Rashid al-Din's Jāmiʿ al-Tawārīkh[a] (lit. 'The Compendium of Chronicles').

There are two biggest differences:

1. The armor of Rashid's era does not have metal dots on it (in fact, these are nails to fix the cloth)

2. The armor of Rashid's era does not have a row of buttons on the front, but is directly fixed with a belt
This also looks like Ming-era brigandine armor to me, but this does seem to be a mistake, doesn't it? Are there references showing that sort of brigandine during the Yuan? I thought it came about only in the back half of the Ming too, beyond the CK timeline.
 
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This also looks like Ming-era brigandine armor to me, but this does seem to be a mistake, doesn't it? Are there references showing that sort of brigandine during the Yuan? I thought it came about only in the back half of the Ming too, beyond the CK timeline.
The frist apperance of the armor was Late Ming period(16th century), the Mongolian army had similar armor but with two differences, which I have already talked about in my post
 
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Regarding the crowns headers, it is a UX concern that the title ranks are distinguishable at first glance. If we add many cultural variations of the crown, they'll become really hard to understand. "Is this character Duke-level or Kingdom-level?" etc. But we might revisit that, let's see!
I agree with that reasoning; whenever I try to play Elder Kings, I am constantly confused with the new crowns. Solid, standardized iconography is important for things like this.
 
On the flip side, players who prefer to start in Eastern Europe would seem to be able to avoid the Tatar yoke, since things look like they are going to face a direct Mongol yoke.
Ngl if that is the price to pay for seeing your cute yurt on wheels rolling around the map, then I say worth it.
 
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Please, please, please. Reconsider "wheeled yurt", it is not realistic, Yurt is a regular tent that is disassembled before moving, nobody does carry these giant tents on carriages on a giant carriages

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Please, please, please. Reconsider "wheeled yurt", it is not realistic, Yurt is a regular tent that is disassembled before moving, nobody does carry these giant tents on carriages on a giant carriages

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It's actually a historical thing sometimes done in Mongolia around 1200-1600. It's called a ger tereg, yurt wagon. They look pretty much like in game; a big flat wagon where you put the yurt on top, pulled by oxen. Not quite as prevalent as the game suggests, but not unheard of.
 
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