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Doomdark

Chief Creative Officer
Paradox Staff
61 Badges
Apr 3, 2000
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It's time for the weekly dev diary and this time it's a biggie, as we proudly announce Horse Lords, the new Crusader Kings II expansion! So what makes the proud rulers of the endless steppes unique? Well, in short, their relative lack of permanent settlements. This expansion gives the nomadic peoples of the steppes a unique type of gameplay which is not centered around Castles, Temples and Cities at all. Playing as a Nomad, you are allowed to conquer and even own normal Holdings, but they are worth little to you except as vassal cash cows. What you really care about is more grazing land for your sheep and horses. Thus, nomad hordes simply have a total population, which grows relative to how many empty Holding slots exist in your provinces (steppe provinces are best, but some other terrain types are also acceptable).

Crusader Kings II - Nomad Population.jpg


A large fraction of your total Population counts as your Manpower, which is used to raise your regiments (much like the Retinue system.) Of course, if all your fighting men are dead, it will be a while before your Manpower replenishes! War on the steppes is fast and fluid; you only occupy an empty province for as long as one of your armies is standing there, or if you build a fort there to lock it down... and even then, you do not get much war score from the open wastes.

Crusader Kings II - The Empty Steppe.jpg


This brings us to the one Holding that actually means a lot to the hordes; their capital. Each nomad clan can only one of this special holding type, but there are more upgrades for it than any of the regular types, and these improvements have more unique effects too... To really defeat a nomad horde, you need to occupy their capital (or decisively beat them in battle, of course.) However, Nomads are allowed to move their capital around often; and that means they actually pull up stakes, 'buildings' and all, and move the whole thing to another location!

Crusader Kings II - Raising Hordes.jpg


Another special twist to the nomadic hordes is that even in defeat, they are still dangerous. Should a horde lose its last province, the tribe will still exist, and may use its remaining armies to conquer another land in which to settle. Naturally, nomads can choose to settle on a more permanent basis, by completely switching over to a Feudal, Tribal or Republican lifestyle. This is done by special decision, reminiscent of how Tribes work.

Now, as the astute among you might have wondered, Crusader Kings is largely about managing your turbulent vassals, so what replaces that important gameplay aspect for the Nomads? The answer to that, my friends, is the Clans, and that will be the subject of next week's dev diary! Until then...


Khaaaan.jpg
 
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Looks nice, like the new emperor ring,

Manpower? What? Is this a Steppe Horde thing only? Or are we actually putting in a mechanic that will stop empires from bleeding there army dry in a war, demobilizing for about 2 years and being back to full strength?

Also is that a Zoroastrian Steppe Horde?

Only hordes, and yes its a Manichean Horde
 
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What is the reasoning behind making hordes empire level? Does that just mean that they can vassalise kings and below, usurp/destroy empires, and cannot be vassalised themselves? Can clans usurp the horde or declare independence to form their own horde?

Pretty much everything in this post. Yes the clans can force a new Khan or form their own horde.
 
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Wait, wait, wait.

Could I hypothetically raze every single non-capital holding on the map to make room for my horde if I conquered the whole damn thing? I understand that this means I would be giving up vassal cash cows and killing the income of the entire world, but can I do it?

Bonus question: Can I raze the special temple holdings important to other faiths to make room for population? Would this seriously impact the moral authority of the realm in question?

I have this vision of sacking Rome and Mecca and razing them both to the ground in the name of Tengri (and to make room for more horses).
As nomads you can completely level Constantinople if you spend enough effort on it. (probably gonna take more than 10 years of constant burning it)
 
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Nomads are really a great addition I was waiting for a long time. These are all great news, especially the possibility of dynamic realms.
Maybe it has been already answered, but how is the capital represented? Is it a main holding like any other, just capable of being transferred, building and all, at any time, or does it exist on a separate level (like the patrician palace or the trade posts)?
 
You're right, sorry. I was focussing on the patrician palace comparison.
No problem, but yes, what interests me the most is the possibility of co-existance of independent rulers within the same holding (like it is for trade posts). After all a tributary system is said to be included in the mod, if a tributary state has been submitted by a tribe, that tribe could live inside its lands while it is still independent from the Khan.
 
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I know but strangely I was pointing out people were misspelling his name and now I am accused heresy by the looks of it but yours looks well justified.

Exterminatus spares no filth touched by the taint of heretical minds.
 
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I still want to know if you can subjugate other hordes and make them part of yours (like clans?).
If they are a different culture, no

Is the amount of clans hardcoded as with republics? (ie a clan forming its horde will immediately generate a new vassal clan for the Khan left with just two vassal clans).

Are nomads supposed to be strong and viable until the end game, or are they supposed to adapt to stay competitive (in a similar vein than tribals)?
You can play nomad to the end if you want I believe. And yes there is a hard coded(in defines.lua) upper limit of clans but the actual amount can fluctuate depending on what's happening.
 
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Hopefully...

But time to get serious... so Groogy will holy sites be safe from destruction? If not then will we be able to rebuild them, and will it still cause problems (like breaking the religious screen causing crashes)? and finally with the map expansion will any of the Tengri holy sites be moved?
You can turn the entire world into ash if so is the will of the Khan
 
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Yes
 
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At this point I just want clarification on whether or not clan politics will exist outside of the steppes. Ireland, Scotland, Afghanistan, Africa, Scandinavia and so on need some love.
No it won't
 
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