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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
 
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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You can turn the entire world into ash if so is the will of the Khan
I'm guessing it's not the best way to play them though.
 
Any info about accompanying graphical DLC?
Even more important: music DLC?
I'd kill for some mongolian music DLC.
How will the Mongols work without China? This DLC is just the prelude to Crusader Mings.
Crusader Songs if you ask me. Given that the Mings barely exist within the CKII timeframe (1368 onwards).
You can play nomad to the end if you want I believe.
So how will this interact with the CKII-EUIV converter?
 
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Isn't the ideal outcome of any historical based game a 50% chance of following history ? There is an alternative universe where the ERE never fell, there is also one where Charlemagne didn't unify Francia. Having a 50% chance of Iberia falling to the Muslims sounds about right to me.
Wait, what? No!

History is not a coin-flip. The Anglo-Zanzibar War was not a 50/50 proposition.

Some things are clearly more probable than others. And that should be represented in the game. The game need not follow history exactly, but if there are generally consistent trends where the same ahistorical events happen each time (e.g. France splits up, the HRE becoming an unstoppable juggernaut, Byzantium never loses ground, the Muslims always take Iberia and expand into Aquitaine), those are issues that need to be looked at. Not railroaded, but signs of significant mechanical problems that should be addressed.

That said, this DLC certainly looks promising; if nothing else it will probably change the current "ERE and Abbasid/Seljuk blob into the steppes and ignore each other" problem, and hopefully the Unstoppable Tengri Reformation in certain start dates as well.
 
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I'd kill for some mongolian music DLC.

Crusader Songs if you ask me. Given that the Mings barely exist within the CKII timeframe (1368 onwards).

So how will this interact with the CKII-EUIV converter?

The Chinese dynasties you're looking for are the mid-Tang (for 769), Song, Yuan, and the beginnings of Ming.
 
The Chinese dynasties you're looking for are the Tang, Song, Yuan, and the beginnings of Ming.
Well ming works best since it rhymes with king.
 
The Chinese dynasties you're looking for are the Tang, Song, Yuan, and the beginnings of Ming.
Sure, but the Tang would require CM to play, and the Yuan are more appropriate for this DLC (although given that the Yuan is also the name for the Chinese currency, I expect to see it show up in anti-DLC rants: "Crusader Yuans is just an excuse for Paradox to squeeze some more yuan out of its customers").

On the other hand, Songs of the Song is the obvious name for the accompanying music DLC.
 
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Sure, but the Tang would require CM to play, and the Yuan are more appropriate for this DLC (although given that the Yuan is also the name for the Chinese currency, I expect to see it show up in anti-DLC rants: "Crusader Yuans is just an excuse for Paradox to squeeze some more yuan out of its customers").

On the other hand, Songs of the Song is the obvious name for the accompanying music DLC.
Songs of the song?
 
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This is a dumb question (and I haven't read prev. 14 pages) but does that come with a land expansion in the game? I.e., is the game getting larger geographically?

Here is the official announcement:

... With an expanded map, revised interface and new rules for successions and trade, Horse Lordswill immerse you in a world very different from the fixed settlements of Europe and challenge you to become the Great Khan – the Ruler of the Sky.

Features in the coming Horse Lords expansion include:
  • Nomadic rule: Distinct from the tribal governments already in game, nomads need lots of space and resist the trappings of settlement
  • Clan politics: Rule a clan within a nomadic tribe, split clans that get too large, fight for dominance, and proclaim feuds and blood oaths
  • Muster Hordes: Raise vast armies of horsemen and archers, mobilizing your entire population to ride forth and conquer
  • Silk Road: This rich trade network can bring great wealth to whomever controls the cities along the route – but it’s especially ripe for pillaging.
  • Larger Map: The Central Asian plains have been expanded
  • Tributaries: New diplomatic relationship for nomad states forces defeated enemies to keep the Khan’s coffers filled.
  • Forts: build temporary fortifications to hold a province under your sway for just long enough for you to finish the war.
Horse Lords is the eighth major expansion to Crusader Kings II and will be coming to major digital retailers very soon. In the meantime, prepare to meet the Great Khan on the field of battle; your stone walls won’t help you.
 
Thank you very much Paradox, I promise going to buy this expansion and awesome portraits stuff. I will enjoy play CK2 on this ramadhan, thank you again :)
 
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