• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
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
 
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.
Not really it fails to take into account why iberia fell to the christians. (Younger sons of european knightly families went south to aid in the struggle, and carve out realms of their own, coupled with that the umayyads no longer had the backing of a united arabic empire) It wasn't mere chance. Granted there should be some chance of it happening but not 50%.
 
  • 5
  • 4
  • 2
Reactions:
After starting a game in the late period just to check it out I can agree we need this. I just saw the golden horde making the rukrikid dynasty muslim...
 
  • 2
Reactions:
I see that the steppe hordes' on-map shields are determined by their government type, rather than their religion (those are formerly Tengri shields being used by Manichaeans). Is this change across the board? Can we see which government types use which shields?
 
Dear devs, does this mean that you have finally implented a 'destroy holding' button as I and many others had requested earlier, and someone agreed to take a look at it? :)

Because, firstly, by the time Mongols arrive lots of holdings have been built and there are few, if any, empty holding slots (i.e. grazing lands) remain. Secondly, nomads were famous for destroying urban centers and fortresses. Thirdly and the original reason, the mess that AI makes up by spamming temples everywhere and having to deal with it for the entire game is a bad thing.
 
So, who thinks the Silk Road part of the expansion might allow for playable inland republics, or something along those lines? (Or at least provide a stronger base for a later expansion that allows for that?)
I'm heavily skeptical about that. I'd be willing tobet it's just some old province modiffiers and events here and there
 
  • 3
Reactions:
I'm heavily skeptical about that. I'd be willing tobet it's just some old province modiffiers and events here and there

I was hoping they'd be a special kind of trade post or fort only buildable in provinces along the route. That way it could be a direct benefit to the top liege, rather than going to the local ruler or, heaven forbid, a mere bonus to city income.
 
Edit: Also in terms of religion while many were Zoroastrian there were also Nestorians, Buddhists, Manicheans, and even Muslims. So basically the who,e Solk Road spiel.

Fair enough, I meant the Sogdians that are currently in the game as the chiefs of Chach in 769, and are portrayed as tribal Zoroastrians.
 
  • 4
Reactions:
Dear devs, does this mean that you have finally implented a 'destroy holding' button as I and many others had requested earlier, and someone agreed to take a look at it? :).

Yes. Groovy indicated you can even burn everything in Constantinople to ashes...

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)
 
Last edited:
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)
Awesome!!!, I assume Holy Sites will just be gone, or count as not held until people of that religion can retake the region and rebuild there old temple

Will only Steppe Nomads be able to destroy holdings for can Viking raiders do so as well now?
 
I think there will be a new cloth pack for non Turko-Persian Altaic characters such as Pechenegs, Cumans. Will it be a separate DLC or a part of Horse Lords DLC? And who made them, CrackDToothGrin?
 
  • 2
Reactions:
So, who thinks the Silk Road part of the expansion might allow for playable inland republics, or something along those lines? (Or at least provide a stronger base for a later expansion that allows for that?)

I think playable inland republics would be a DLC feature ;) And there is no indication for this.

Do we need the Old Gods dlc to play as a nomad?

No. Only for Tengri hordes I think. Remember: There are also most likely also Christian, Muslim and Buddhist hordes in this region.
 
  • 2
Reactions:
These vassals clans tribes are similar to Patrician families? If it is so finally we can use Patricians with not Patrician Republics? This will be really important if we want really moddable governments work!
The destroy holding will be a command usable not only by Mongols / Tribal Governments?
 
Could also work for a moddable and believible Merceanry company mod. Seeing as it would have somewhere for the soldiers to come from and the lack of a need of holdings. Though that'd only leave the hiring out mechanic. Lots of potential in this dlc.
 
  • 1
Reactions: